108 lines
4.5 KiB
C++
Executable file
108 lines
4.5 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "Engine/DataAsset.h"
|
|
#include "EVanitySlot.h"
|
|
#include "CharacterVanityItems.generated.h"
|
|
|
|
class UArmorMaterialVanityItem;
|
|
class UArmorVanityItem;
|
|
class UBeardColorVanityItem;
|
|
class UBeardVanityItem;
|
|
class UEyeBrowsVanityItem;
|
|
class UHeadVanityItem;
|
|
class UMoustacheVanityItem;
|
|
class UObject;
|
|
class UPlayerCharacterID;
|
|
class USideburnsVanityItem;
|
|
class USkinColorVanityItem;
|
|
class UVanityItem;
|
|
class UVanitySchematicBank;
|
|
|
|
UCLASS(Blueprintable)
|
|
class UCharacterVanityItems : public UDataAsset {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UHeadVanityItem*> HeadItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* HeadSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UBeardVanityItem*> BeardItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* BeardSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UArmorVanityItem*> ArmorItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UArmorMaterialVanityItem*> ArmorMaterialItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UArmorMaterialVanityItem*> ArmorMaterialItemsInTreassures;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UEyeBrowsVanityItem*> EyebrowsItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* EyebrowSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UMoustacheVanityItem*> MoustacheItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* MoustacheSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<USideburnsVanityItem*> SideburnItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* SideburnSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UBeardColorVanityItem*> BeardMaterialItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* BeardMaterialSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<USkinColorVanityItem*> SkinMaterialItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UVanitySchematicBank* SkinMaterialSchematicBank;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TMap<EVanitySlot, UVanityItem*> DefaultItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UPlayerCharacterID* OwningCharacter;
|
|
|
|
public:
|
|
UCharacterVanityItems();
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
|
|
static void SortVanityItems(UObject* WorldContextObject, UPlayerCharacterID* characterID, UPARAM(Ref) TArray<UVanityItem*>& VanityItems);
|
|
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
|
|
static TArray<UVanityItem*> GetVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UVanityItem* GetVanityItem(const FGuid& VanityID) const;
|
|
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
|
|
static TArray<UVanityItem*> GetUnLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, bool onlyStoreItems, UPlayerCharacterID* characterID);
|
|
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
|
|
static TArray<UVanityItem*> GetLockedVanityItems(UObject* WorldContextObject, EVanitySlot Slot, UPlayerCharacterID* characterID);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
TArray<UVanityItem*> GetItems(EVanitySlot Slot, bool onlyStoreItems) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
|
|
static UVanityItem* GetDefaultVanityItem(UObject* WorldContext, EVanitySlot Slot, UPlayerCharacterID* characterID);
|
|
|
|
};
|
|
|