34 lines
1,002 B
C++
Executable file
34 lines
1,002 B
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "FloatPerkEffect.h"
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#include "FloatPerkRank.h"
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#include "PerkAsset.h"
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#include "FloatPerkAsset.generated.h"
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class UFloatPerkAsset;
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class UObject;
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UCLASS(Blueprintable)
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class UFloatPerkAsset : public UPerkAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFloatPerkRank> Ranks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFloatPerkEffect> Effects;
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public:
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UFloatPerkAsset();
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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float GetPerkValue(UObject* WorldContext) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetLastTierValue() const;
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static float GetFloatPerkValue(UObject* WorldContext, UFloatPerkAsset* Perk, float UnclaimedValue);
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};
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