44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
// 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 "FishingRewardDataAsset.h"
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#include "Engine/DataAsset.h"
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#include "FishInfoConfigAsset.generated.h"
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/**
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* 敌人 鱼的信息配置
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*/
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UCLASS(BlueprintType)
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class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
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{
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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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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"))
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FText FishName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的模型"))
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class USkeletalMesh* FishMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的技能背包"))
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class UBagConfigAsset* BagConfigAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大生命值"))
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int32 MaxEndurance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大韧性"))
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int32 MaxTenacity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "韧性归零时的眩晕时长"))
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int32 StunTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "击败后的鱼获配置", AllowedClasses = "FishingRewardDataAsset"))
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TArray<FPrimaryAssetId> Rewards;
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};
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