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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
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#include "FishingRewardDataAsset.h"
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#include "Engine/DataAsset.h"
#include "FishInfoConfigAsset.generated.h"
/**
*
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*/
UCLASS(BlueprintType)
class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
{
GENERATED_BODY()
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virtual void PostDuplicate(bool bDuplicateForPIE) override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = fish, meta = (ToolTip = "鱼的ID"))
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int32 FishID;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称"))
FText FishName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的模型"))
class USkeletalMesh* FishMesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的技能背包"))
class UBagConfigAsset* BagConfigAsset;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大生命值"))
int32 MaxEndurance;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大韧性"))
int32 MaxTenacity;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "韧性归零时的眩晕时长"))
int32 StunTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "击败后的鱼获配置", AllowedClasses = "FishingRewardDataAsset"))
TArray<FPrimaryAssetId> Rewards;
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};