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

121 lines
4.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GDMissionStats.generated.h"
class UMissionStat;
class UPlayerCharacterID;
USTRUCT(BlueprintType)
struct FGDMissionStats {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* TimePlayed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DistanceTravelled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* EnemiesKilled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* MineralsMined;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* MissionCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* SoloMissionCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* SecondaryMissionCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CharacterLevelUp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* VanityItemsBought;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* ItemUpgradesBought;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CosmeticMasteryLevelledUp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DrinkablesConsumed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DrinkableRoundsOrdered;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* BartenderCreditsTipped;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CampaignMissionsCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CampaignsCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* TimesDowned;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* TimesPassedOut;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* WeaponsUnlockedStat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* SeasonEventsCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* SeasonChallengesCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DeepDivesCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* EliteDeepDivesCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CosmeticsCrafted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* WeaponSkinsCrafted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* WeaponOverclocksCrafted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* CraftingMasteryLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DefendBlackBoxObjectivesCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* RepairMiniMuleObjectivesCompleted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* DeepDiveCompletedBestTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* EliteDeepDiveCompletedBestTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* SpecialBeersUnlocked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionStat* JettyBootCreditsSpent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UMissionStat*> AllMissionStats;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<UPlayerCharacterID*, UMissionStat*> CharacterMissionsCompleted;
public:
FSD_API FGDMissionStats();
};