59 lines
2 KiB
C++
Executable file
59 lines
2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Curves/CurveFloat.h"
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#include "ETreasureType.h"
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#include "SpecialChanceEventItem.h"
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#include "TreasureSettings.generated.h"
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class UDrinkableDataAsset;
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class UItemAquisitionSource;
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class UItemSkinSet;
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class USpecialEvent;
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class UVictoryPose;
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UCLASS(Blueprintable)
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class UTreasureSettings : 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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TArray<ETreasureType> CrateTreasureTypes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText CrateTreasureEmptyMsg;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<ETreasureType> LostPackTreasureTypes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText LostPackEmptyMsg;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemAquisitionSource* CrateAquisitionSource;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemAquisitionSource* LostPackAquisitionSource;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRuntimeFloatCurve TreasureChanceMissionLengthCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<USpecialEvent*> TreasureEvents;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSpecialChanceEventItem> SpecialChancedEvent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UVictoryPose*> VictoryPoses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UItemSkinSet*> SkinSets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UDrinkableDataAsset*> Drinks;
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public:
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UTreasureSettings();
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};
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