312 lines
11 KiB
C++
Executable file
312 lines
11 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/Object.h"
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#include "GameplayTagContainer.h"
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#include "AssetsToLoadSettings.h"
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#include "GDAudio.h"
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#include "GDCharacterRetirement.h"
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#include "GDDamageClasses.h"
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#include "GDDifficulty.h"
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#include "GDGameStatsTracking.h"
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#include "GDItemCategoryIDs.h"
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#include "GDMilestones.h"
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#include "GDMissionStats.h"
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#include "GDPerks.h"
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#include "GDPlayerAndCharacterProgression.h"
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#include "GDResources.h"
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#include "GDStats.h"
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#include "GDTerrainTypes.h"
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#include "GVisibilityGroups.h"
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#include "RetirementCostItem.h"
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#include "Templates/SubclassOf.h"
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#include "GameData.generated.h"
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class APlayerCharacter;
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class UAchievementList;
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class UAfflictionSettings;
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class UAsyncManager;
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class UBEESettings;
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class UCharacterSettings;
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class UCommunityGoalSettings;
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class UDailyDealSettings;
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class UDamageSettings;
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class UDanceSettings;
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class UDeepDiveSettings;
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class UDifficultySetting;
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class UDrinkSettings;
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class UDynamicIconSettings;
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class UEffectSettings;
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class UEncounterSettings;
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class UEnemySettings;
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class UFSDEventCollection;
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class UFSDTagSettings;
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class UFSDTutorialSettings;
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class UForginSettings;
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class UGameActivitySettings;
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class UGameAnimationSettings;
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class UGlobalMissionSetup;
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class UHUDVisibilityGroup;
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class UInventoryList;
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class UItemSettings;
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class UItemSkinSettings;
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class UKeyBindingSettings;
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class ULegacySettings;
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class UMinersManual;
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class UMissionStat;
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class UPickaxeSettings;
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class UPlanetZoneSetup;
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class UPlayerCharacterID;
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class UProceduralSettings;
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class UPromotionRewardsSettings;
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class USaveGameSettings;
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class USchematicSettings;
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class USeasonSettings;
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class UShowroomSettings;
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class USpawnSettings;
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class USpecialEventSettings;
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class UStatusEffectSettings;
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class UTerrainMaterialSettings;
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class UTexture2D;
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class UTreasureSettings;
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class UUpgradeSettings;
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class UVanitySettings;
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class UVictoryPoseSettings;
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UCLASS(Blueprintable)
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class FSD_API UGameData : public UObject {
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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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FGVisibilityGroups VisibilityGroups;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPromotionRewardsSettings* PromotionRewardsSettings;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFSDEventCollection* FsdEventsSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UGameActivitySettings* GameActivitySettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDanceSettings* DanceSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UGameAnimationSettings* AnimationSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEnemySettings* EnemySettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDamageSettings* DamageSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlanetZoneSetup* ZoneSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTreasureSettings* TreasureSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDrinkSettings* DrinkSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UUpgradeSettings* UpgradeSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USpawnSettings* SpawnSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UVanitySettings* VanitySettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UKeyBindingSettings* KeyBindingSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDeepDiveSettings* DeepDiveSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBEESettings* BEESettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEncounterSettings* EncounterSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UForginSettings* ForgingSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicSettings* SchematicSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemSkinSettings* SkinSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USpecialEventSettings* SpecialEventSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UProceduralSettings* ProceduralSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPickaxeSettings* PickaxeSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFSDTagSettings* TagSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemSettings* ItemSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDynamicIconSettings* DynamicIconSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UShowroomSettings* ShowroomSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UVictoryPoseSettings* VictoryPoseSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFSDTutorialSettings* TutorialSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ULegacySettings* LegacySettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEffectSettings* EffectSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAfflictionSettings* AfflictionSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCommunityGoalSettings* CommunityGoalSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDailyDealSettings* DailyDealSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterialSettings* TerrainMaterialSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USaveGameSettings* SaveGameSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDMissionStats MissionStats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDMilestones Milestones;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDPerks perks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDItemCategoryIDs ItemCategoryIDs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UTexture2D*> LoadoutIconList;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMinersManual* MinersManual;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDDamageClasses DamageClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDStats Stats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDResources Resources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDTerrainTypes TerrainTypes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDGameStatsTracking GameStatsTracking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDAudio audio;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDDifficulty Difficulty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStatusEffectSettings* StatusEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDCharacterRetirement Retirement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDPlayerAndCharacterProgression PlayerAndCharacterProgression;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCharacterSettings* CharacterSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAchievementList* Achievements;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UGlobalMissionSetup* MissionSetup;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USeasonSettings* SeasonSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterID* DefaultCharacterID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterID* DefaultEditorCharacterID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag XBoxExcludeRoomTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAssetsToLoadSettings AssetsToLoad;
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public:
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UGameData();
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UFUNCTION(BlueprintCallable)
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void UnloadPreloadedAssets();
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UFUNCTION(BlueprintCallable)
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void LoadDefaultAssetsBlocking(UAsyncManager* AsyncManager);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsCheatConsolesEnabled() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UPlayerCharacterID*> GetRankedHeroIDs() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetPlayerRankName(int32 Rank) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UPlayerCharacterID* GetPlayerCharacterID(const FGuid& ID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UInventoryList* GetInventoryList(UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UDifficultySetting* GetDifficultySetting(int32 Index) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetDifficultyIndex(UDifficultySetting* NewDifficulty) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<APlayerCharacter> GetDefaultEditorCharacter() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<APlayerCharacter> GetDefaultCharacter() const;
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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FRetirementCostItem GetCharacterRetirementCost(UObject* WorldContext, UPlayerCharacterID* ID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UHUDVisibilityGroup*> GetAllVisibilityGroups() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UMissionStat*> GetAllMissionStats() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UMissionStat*> GetAllInfirmaryStats() const;
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};
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