67 lines
2.5 KiB
C++
Executable file
67 lines
2.5 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 "Engine/DataAsset.h"
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#include "EVanitySlot.h"
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#include "ResourceSpawner.h"
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#include "VanityMasterySettings.h"
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#include "VanitySlotCharacter.h"
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#include "VanitySettings.generated.h"
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class UDLCBase;
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class UObject;
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class UPlayerCharacterID;
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class UTexture2D;
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class UVanityItem;
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UCLASS(Blueprintable)
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class FSD_API UVanitySettings : public UDataAsset {
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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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UVanityItem* MedbayArmorItem;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UVanityItem*> MedbayArmorMaterials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDLCBase* AlwaysLockedDLC;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVanityMasterySettings MasterySettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FResourceSpawner FashioniteSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UTexture2D*> VanityCategoryIcons;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSet<FGuid> ValidIDs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FGuid, UVanityItem*> ItemMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<EVanitySlot, FVanitySlotCharacter> GlobalItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<EVanitySlot, FVanitySlotCharacter> StoreItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<EVanitySlot, FVanitySlotCharacter> TreassureItems;
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public:
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UVanitySettings();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool HasNewVanityNotification(UObject* WorldContextObject, EVanitySlot Slot, UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetVanityCategoryIcon(EVanitySlot Slot) const;
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GetUnlockedStoreVanityCount(UObject* WorldContextObject, EVanitySlot Slot, UPlayerCharacterID* characterID, int32& owned, int32& Total);
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};
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