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

312 lines
11 KiB
C++
Executable file

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