// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "ShapeAsset.h" #include "Engine/DataAsset.h" #include "FishingRewardDataAsset.generated.h" UENUM(BlueprintType) enum class ERewardRarityType: uint8 { Common UMETA(DisplayName = "普通"), UnCommon UMETA(DisplayName = "精良"), Rare UMETA(DisplayName = "稀有"), }; /** * 鱼获配置 */ UCLASS() class PROJECTFISH_API UFishingRewardDataAsset : public UPrimaryDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获名称")) FText RewardName; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获图片") ) UTexture2D* RewardTexture; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获重量")) float RewardWeight; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获形状")) class UShapeAsset* RewardShape; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获稀有度")) ERewardRarityType RewardRarityType; };