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

88 lines
2.9 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "EArmorType.h"
#include "EDamageType.h"
#include "EEnemyFamily.h"
#include "EEnemyType.h"
#include "EnemyAttackDescription.h"
#include "EnemyMinersManualStats.h"
#include "EnemyMinersManualData.generated.h"
class AEnemyShowroomItem;
class UAnimSequenceBase;
class UEnemyID;
class UTexture2D;
UCLASS(Blueprintable)
class UEnemyMinersManualData : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UEnemyID* EnemyID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText Name;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText RichDescription;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FText> GameplayTips;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EEnemyFamily Family;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EEnemyType EnemyType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FEnemyAttackDescription> AttackType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FEnemyAttackDescription> SpecialAttacks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UAnimSequenceBase*> AttackAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EArmorType ArmorType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText Armor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText Weakpoint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEnemyMinersManualStats EnemyStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<EDamageType> Resistances;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<EDamageType> Weaknesses;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FText> LoreInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AlwaysUnlocked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 InfoUnlockSpeed;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UTexture2D> EnemyIcon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<AEnemyShowroomItem> PreviewActor;
public:
UEnemyMinersManualData();
UFUNCTION(BlueprintCallable, BlueprintPure)
UTexture2D* GetEnemyIcon() const;
};