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

59 lines
2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Curves/CurveFloat.h"
#include "ETreasureType.h"
#include "SpecialChanceEventItem.h"
#include "TreasureSettings.generated.h"
class UDrinkableDataAsset;
class UItemAquisitionSource;
class UItemSkinSet;
class USpecialEvent;
class UVictoryPose;
UCLASS(Blueprintable)
class UTreasureSettings : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<ETreasureType> CrateTreasureTypes;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText CrateTreasureEmptyMsg;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<ETreasureType> LostPackTreasureTypes;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText LostPackEmptyMsg;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemAquisitionSource* CrateAquisitionSource;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemAquisitionSource* LostPackAquisitionSource;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRuntimeFloatCurve TreasureChanceMissionLengthCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<USpecialEvent*> TreasureEvents;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FSpecialChanceEventItem> SpecialChancedEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UVictoryPose*> VictoryPoses;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UItemSkinSet*> SkinSets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UDrinkableDataAsset*> Drinks;
public:
UTreasureSettings();
};