添加鱼获资源
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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"BuildId": "37670630",
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"Modules":
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
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}
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}
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"BuildId": "37670630",
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"Modules":
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{
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"DeskMode": "UnrealEditor-DeskMode.dll"
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"DeskMode": "UnrealEditor-DeskMode-0001.dll"
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FishingRewardDataAsset.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "FishingRewardDataAsset.generated.h"
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UENUM(BlueprintType)
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enum class ERewardRarityType: uint8
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{
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Common UMETA(DisplayName = "普通"),
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UnCommon UMETA(DisplayName = "精良"),
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Rare UMETA(DisplayName = "稀有"),
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};
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/**
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*
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*/
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UCLASS()
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class PROJECTFISH_API UFishingRewardDataAsset : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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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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FText RewardName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (AllowedClasses = "Texture2D", ToolTip = "鱼获图片") )
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FSoftObjectPath RewardTexture;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获重量"))
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float RewardWeight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获稀有度"))
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ERewardRarityType RewardRarityType;
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};
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