添加预试种物品 信息显示
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@ -14,7 +14,12 @@ UCLASS(BlueprintType)
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class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
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class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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//virtual void PostDuplicate(bool bDuplicateForPIE) override;
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public:
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public:
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UPROPERTY(VisibleAnywhere, 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"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称"))
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FText FishName;
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FText FishName;
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@ -25,6 +25,9 @@ class PROJECTFISH_API UFishingRewardDataAsset : public UPrimaryDataAsset
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public:
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获名称"))
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获名称"))
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FText RewardName;
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FText RewardName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获描述"))
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FText RewardDes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获图片") )
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获图片") )
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UTexture2D* RewardTexture;
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UTexture2D* RewardTexture;
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@ -40,4 +43,7 @@ public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获对应的任务信息"))
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获对应的任务信息"))
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FQuestTargetInfo QuestTargetInfo;
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FQuestTargetInfo QuestTargetInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "价格"))
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float RewardPrice;
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};
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};
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