DRG-Femboy-Voice/Source/FSD/Public/EnemySettings.h
2025-04-15 12:39:31 -07:00

42 lines
1.4 KiB
C++
Executable file

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