Crovea

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Dec 29th, 2022
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  1. #pragma once
  2.  
  3. #include "CoreMinimal.h"
  4. #include "Engine/DataTable.h"
  5. #include "WTInventoryEnumLibrary.h"
  6. #include "Runtime/CoreUObject/Public/Templates/SubclassOf.h"
  7.  
  8. #include "WTInventoryStructLibrary.generated.h"
  9.  
  10. class WTBaseItem;
  11. //class APawn;
  12.  
  13. USTRUCT(BlueprintType)
  14. struct FCraftingComponent
  15. {
  16. GENERATED_BODY()
  17.  
  18. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  19. int Amount = 0;
  20.  
  21. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  22. FString ComponentItem = FString(TEXT("-"));
  23. };
  24.  
  25. USTRUCT(BlueprintType)
  26. struct FCraftingRecipy : public FTableRowBase
  27. {
  28. GENERATED_BODY()
  29.  
  30. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  31. FString CraftedItem = FString(TEXT("-"));
  32.  
  33. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  34. TArray<FCraftingComponent> Components;
  35. };
  36.  
  37. USTRUCT(BlueprintType)
  38. struct FWTItemData : public FTableRowBase
  39. {
  40. GENERATED_BODY()
  41.  
  42. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  43. TSubclassOf<class WTBaseItem> WorldClass;
  44.  
  45. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  46. FName Name = FName(TEXT("Item"));
  47.  
  48. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  49. FName DataName = FName(TEXT("Item"));
  50.  
  51. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  52. TObjectPtr<UTexture2D> Texture;
  53.  
  54. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  55. FString Description = FString(TEXT(""));
  56.  
  57. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  58. EWTItemType Type = EWTItemType::Material;
  59.  
  60. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  61. EWTItemRarity Rarity = EWTItemRarity::Common;
  62.  
  63. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  64. bool Stackable = true;
  65.  
  66. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  67. bool Usable = true;
  68.  
  69. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  70. int MaxStack = 5;
  71.  
  72. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  73. int MarketValue = 1;
  74.  
  75. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  76. TObjectPtr<USoundWave> UseSound;
  77.  
  78. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  79. TObjectPtr<UStaticMesh> WorldMesh;
  80.  
  81. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  82. FVector WorldScale = FVector(1,1,1);
  83.  
  84. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  85. float InteractRadius = 1.0;
  86.  
  87. UPROPERTY(EditAnywhere, BlueprintReadOnly)
  88. FName EquipmentDataRowName = FName(TEXT(""));
  89. };
  90.  
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