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- #pragma once
- #include "UEnumLibrary.h"
- #include "UStructLibrary.generated.h"
- USTRUCT(BlueprintType)
- struct FAchievementStruct
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achievement Structure")
- float Percentage;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achievement Structure")
- bool Completed;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achievement Structure")
- TArray<bool> AchievementList;
- FAchievementStruct()
- {
- Percentage = 0;
- Completed = false;
- }
- };
- USTRUCT(BlueprintType)
- struct FLevelStruct
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Level Structure")
- int32 Difficulty;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Level Structure")
- FName Level;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Level Structure")
- TArray<int32> PassedCheckpoints;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Level Structure")
- TArray<FAchievementStruct> AchievementStruct;
- FLevelStruct()
- {
- Difficulty = 1;
- Level = "Level1";
- }
- };
- USTRUCT(BlueprintType)
- struct FSoundStruct
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound Structure")
- TArray<FString> SoundType;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound Structure")
- TArray<float> Volume;
- FSoundStruct()
- {
- FString SoundTypeInit[] = {"Master", "Music", "Ambient", "UI", "Dialog"};
- SoundType.Append(SoundTypeInit, ARRAY_COUNT(SoundTypeInit));
- float VolumeInit[] = {1, .5 ,.5 ,.5 ,.5};
- Volume.Append(VolumeInit, ARRAY_COUNT(VolumeInit));
- }
- };
- USTRUCT(BlueprintType)
- struct FAchieveableStruct : public FTableRowBase
- {
- GENERATED_BODY()
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achieveable Structure")
- int32 AchieveableList;
- FAchieveableStruct()
- {
- AchieveableList = 0;
- }
- };
- USTRUCT(BlueprintType)
- struct FSavedItem
- {
- GENERATED_BODY()
- /*The ID of this item to set apart from others of the same class when saving*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 ID;
- /*The leftover stack amount for this item after some has been added to the inventory*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 Rest;
- FSavedItem()
- {
- ID = 0;
- Rest = 0;
- }
- };
- USTRUCT(BlueprintType)
- struct FItemInformation
- {
- GENERATED_BODY()
- /*The name of this item*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- FText ItemName;
- /*The description of this item*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- FText ItemDescription;
- /*The value of this item*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 Value;
- /*The image shown in the inventory*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- UTexture2D* Thumbnail;
- /*The category that this item is in*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- EItemCategories Category;
- /*Can this item be used*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- bool CanBeUsed;
- /*Can this item be stacked*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- bool CanBeStacked;
- FItemInformation()
- {
- ItemName = NSLOCTEXT("Evolution", "Evoltion", "Item Name");
- ItemDescription = NSLOCTEXT("Evolution", "Evoltion", "Item Description");
- Value = 0;
- Thumbnail = NULL;
- Category = EItemCategories::IC_Consumable;
- CanBeUsed = true;
- CanBeStacked = false;
- }
- };
- USTRUCT(BlueprintType)
- struct FInventorySlot
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- TSubclassOf<AActor> ItemClass;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 StackAmount;
- FInventorySlot()
- {
- ItemClass = AActor::StaticClass();
- StackAmount = 1;
- }
- };
- USTRUCT(BlueprintType)
- struct FStatusEffect
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DamageType")
- EStatusEffect StatusEffect;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DamageType")
- int32 Strength;
- FStatusEffect()
- {
- StatusEffect = EStatusEffect::SE_Poison;
- Strength = 1;
- }
- };
- USTRUCT(BlueprintType)
- struct FDialog
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog")
- FString Dialog;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog")
- TArray<FString> Answers;
- FDialog()
- {
- Dialog = "";
- }
- };
- USTRUCT(BlueprintType)
- struct FNPCActor
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- FString Level;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- FTransform Transform;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- float Health;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- FText DefaultHelpText;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<FDialog> DialogAndAnswers;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<FInventorySlot> Offer;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- float InteractRange;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- bool ShowHelpText;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- FVector HelpTextLocation;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- float HelpTextFontSize;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- USoundBase* ShopOpeningSound;
- FNPCActor()
- {
- Level = "";
- Transform = FTransform::Identity;
- Health = 0;
- DefaultHelpText = NSLOCTEXT("Evolution", "Evoltion", "");
- InteractRange = 0;
- ShowHelpText = false;
- HelpTextLocation = FVector::ZeroVector;
- HelpTextFontSize = 0;
- ShopOpeningSound = NULL;
- }
- };
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