// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "FishingRewardDataAsset.h" #include "Engine/DataAsset.h" #include "FishInfoConfigAsset.generated.h" /** * 敌人 鱼的信息配置 */ UCLASS(BlueprintType) class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset { GENERATED_BODY() virtual void PostDuplicate(bool bDuplicateForPIE) override; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = fish, meta = (ToolTip = "鱼的ID")) int32 FishID; 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; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "击败后的鱼获配置", AllowedClasses = "FishingRewardDataAsset")) TArray Rewards; };