88 lines
2.9 KiB
C++
Executable file
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;
|
|
|
|
};
|
|
|