55 lines
1.5 KiB
C++
Executable file
55 lines
1.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EItemCategory.h"
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#include "SavableDataAsset.h"
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#include "Templates/SubclassOf.h"
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#include "ItemID.generated.h"
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class AActor;
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class AItem;
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class UItemData;
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class UItemSkin;
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class UPlayerCharacterID;
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UCLASS(Blueprintable)
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class FSD_API UItemID : public USavableDataAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<AActor> Item;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterID* ItemOwner;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EItemCategory ItemCategory;
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public:
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UItemID();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsItemClassChildOf(TSubclassOf<AActor> InParentClass) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UItemData* GetItemData() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<AItem> GetItemClass() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EItemCategory GetItemCategory() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AItem* GetItem() const;
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UFUNCTION(BlueprintCallable)
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TArray<UItemSkin*> GetAllSkins();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<AActor> GetActorClass() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AActor* GetActor() const;
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};
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