130 lines
4.8 KiB
C++
Executable file
130 lines
4.8 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 "ESchematicType.h"
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#include "SchematicType.h"
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#include "SchematicSettings.generated.h"
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class UDataTable;
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class UItemID;
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class UItemSkinSchematicCollection;
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class UOverclockBank;
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class USchematic;
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class USchematicBank;
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class USchematicBankBase;
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class USchematicCategory;
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class USchematicPricingTier;
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class USchematicRarity;
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UCLASS(Blueprintable)
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class USchematicSettings : 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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UDataTable* PricingTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematic* BlankSchematic;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<USchematicBank*> SchematicBanks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<UOverclockBank*> OverclockBanks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<UItemSkinSchematicCollection*> SkinSchematicCollections;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<USchematicBankBase*> VanitySchematicBanks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<ESchematicType, FSchematicType> SchematicTypes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicBank* EndlessSchematics;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<USchematicCategory*> Categories;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicCategory*> OverclockCategories;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicCategory*> VanityCategories;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicCategory*> EndlessCategories;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicPricingTier* OverclockPricingTier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicPricingTier*> VanityPricingTiers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicRarity*> VanityRarity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicRarity*> OverclockRarity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USchematicRarity*> EndlessRarity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatHeadWear;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatMoustache;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatBeard;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatArmor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatEyebrow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatHairColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatSideburn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatSkinColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* VanityCatVictoryPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USchematicCategory* WeaponPaintJob;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* SchematicGATable;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FGuid, USchematic*> AllSchematicsMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSet<USchematic*> AllSchematics;
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public:
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USchematicSettings();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ValidateVanitySchematics() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FSchematicType GetSchematicTypeData(ESchematicType InType);
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UFUNCTION(BlueprintCallable)
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TSet<USchematic*> GetSchematics() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UOverclockBank* GetOverclocksForItem(UItemID* Item) const;
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};
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