#pragma once #include "CoreMinimal.h" #include "ItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "LockCountSTEBonusUpgrade.generated.h" class AActor; class AFSDPlayerState; class UStatusEffect; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class ULockCountSTEBonusUpgrade : public UItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf StatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseTotalLockCount; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Amount; public: ULockCountSTEBonusUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, AFSDPlayerState* Player, TSubclassOf NewStatusEffect); };