42 lines
1.4 KiB
C++
Executable file
42 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "EliteEnemyEntry.h"
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#include "RandFloatInterval.h"
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#include "RandRange.h"
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#include "Templates/SubclassOf.h"
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#include "EnemySettings.generated.h"
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class UDamageComponent;
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class UEnemyDescriptor;
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class UEnemyID;
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UCLASS(Blueprintable)
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class UEnemySettings : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRandRange EnemyWaveRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<UEnemyID*, UEnemyDescriptor*> EnemyDescriptor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery EliteAllowQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<UEnemyDescriptor*, FEliteEnemyEntry> HeroEnemies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRandFloatInterval HeroEnemySpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 EliteRequiredCampaignProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<UDamageComponent>> ExplodingEnemiesDamageComponents;
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UEnemySettings();
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};
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