59 lines
2 KiB
C++
Executable file
59 lines
2 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "ChallengeSaveInfo.h"
|
|
#include "RewardsClaimed.h"
|
|
#include "SeasonSaveEntry.generated.h"
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FSeasonSaveEntry {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 XP;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 Tokens;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<FRewardsClaimed> RewardsClaimed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool HasClaimedAllRewards;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 RewardsClaimedAfterMaxLevel;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TMap<int32, bool> NodesBought;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<FChallengeSaveInfo> ActiveChallenges;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FDateTime LastNewChallengeGiven;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FDateTime LastChallengeReroll;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TMap<FGuid, int32> CompletedSpecialChallenges;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 ClaimedScripChallenges;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 PlagueHeartsUsed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float TimePlayedAtSeasonStart;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChallengesCompletedAtSeasonStart;
|
|
|
|
public:
|
|
FSD_API FSeasonSaveEntry();
|
|
};
|
|
|