468 lines
16 KiB
C++
468 lines
16 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 "GameplayTagContainer.h"
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#include "PawnWithSkill.h"
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#include "DataAsset/ShapeAsset.h"
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#include "UObject/Object.h"
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#include "Definations.generated.h"
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#define TRACE_FISHING ECC_GameTraceChannel1 //钓鱼点trace类型
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UENUM(BlueprintType)
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enum class ESkillEffectType: uint8
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{
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Damage UMETA(DisplayName = "拉力", ToolTip = "对对方耐力造成损耗"),
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Heal UMETA(DisplayName = "恢复", ToolTip = "对我方耐力进行恢复"),
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ModifyCooldown UMETA(DisplayName = "技能冷却修改", ToolTip = "修改技能冷却时间"),
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Charge UMETA(DisplayName = "充能", ToolTip = "使技能的冷却进度加快 正数是增加技能的剩余冷却时间,负数是减少技能的剩余冷却时间"),
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ModifySpeed UMETA(DisplayName = "速度修改", ToolTip = "使技能冷却进度倍率进展 持续指定时间"),
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SkillEnduranceRestore UMETA(DisplayName = "技能耐久度恢复", ToolTip = "使技能耐久度恢复"),
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EnhanceFishRod UMETA(DisplayName = "增强鱼竿", ToolTip = "使鱼竿上海增加"),
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EnhanceSkill UMETA(DisplayName = "增强技能", ToolTip = "增强指定的技能数值"),
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DamageReduce UMETA(DisplayName = "减伤", ToolTip = "减少所受的伤害"),
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};
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//技能选择器类型
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UENUM(BlueprintType)
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enum class EEffectTargetType: uint8
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{
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Target UMETA(DisplayName = "敌人"),
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Self UMETA(DisplayName = "自身"),
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TargetSkill UMETA(DisplayName = "对方的装备"),
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SelfSkill UMETA(DisplayName = "自身的装备"),
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AroundSkill UMETA(DisplayName = "当前装备周围的装备"),
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SelfSkillType UMETA(DisplayName = "自身指定分类的装备"),
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TargetSkillType UMETA(DisplayName = "对方指定分类的装备"),
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};
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UENUM(BlueprintType)
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enum class ERarityType: 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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UENUM(BlueprintType)
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enum class ESkillTriggerType: uint8
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{
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ActiveSkill UMETA(DisplayName = "主动技能"),
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PassiveSkill UMETA(DisplayName = "被动技能"),
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AuraSkill UMETA(DisplayName = "光环技能"),
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};
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// 被动技能触发条件类型
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UENUM(BlueprintType)
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enum class EPassiveTriggerCondition: uint8
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{
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ItemTriggered UMETA(DisplayName = "指定物品触发时,激活"),
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DealDamage UMETA(DisplayName = "造成伤害"),
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SkillDurabilityDecrease UMETA(DisplayName = "物品耐久度减少"),
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SkillDurabilityRestore UMETA(DisplayName = "物品耐久度回复"),
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HealthFirstBelowPercent UMETA(DisplayName = "生命值百分比首次低于"),
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};
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// // 被动技能触发目标
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// UENUM(BlueprintType)
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// enum class EPassiveTriggerTarget: uint8
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// {
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// Self UMETA(DisplayName = "自身"),
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// Enemy UMETA(DisplayName = "对方"),
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// SelfSpecificItem UMETA(DisplayName = "我方指定装备"),
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// EnemySpecificItem UMETA(DisplayName = "对方指定装备"),
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// };
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// 光环技能触发条件类型
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UENUM(BlueprintType)
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enum class EAuraTriggerCondition: uint8
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{
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None UMETA(DisplayName = "无条件"),
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HealthBelowPercent UMETA(DisplayName = "生命值低于"),
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HealthAbovePercent UMETA(DisplayName = "生命值高于"),
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EquipmentCountNotMoreThan UMETA(DisplayName = "装备物品数量不多于"),
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EquipmentCountNotLessThan UMETA(DisplayName = "装备物品数量不少于"),
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};
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// // 光环技能触发目标
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// UENUM(BlueprintType)
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// enum class EAuraTriggerTarget: uint8
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// {
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// Self UMETA(DisplayName = "自身"),
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// Enemy UMETA(DisplayName = "对方")
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// };
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UENUM(BlueprintType)
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enum class ESkillType: uint8
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{
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Type1 UMETA(DisplayName = "Type1"),
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Type2 UMETA(DisplayName = "Type2"),
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Type3 UMETA(DisplayName = "Type3"),
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};
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UENUM(BlueprintType)
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enum class ESkillSize: uint8
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{
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Small UMETA(DisplayName = "小", ToolTip = "技能占用格子 2x2"),
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Medium UMETA(DisplayName = "中", ToolTip = "技能占用格子 3x2"),
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Large UMETA(DisplayName = "大", ToolTip = "技能占用格子 4x2"),
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};
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static FIntPoint GetSkillSizeValue(ESkillSize SizeType)
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{
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switch (SizeType)
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{
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case ESkillSize::Small: return FIntPoint(2, 2);
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case ESkillSize::Medium: return FIntPoint(3, 2);
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case ESkillSize::Large: return FIntPoint(4, 2);
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}
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return FIntPoint();
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}
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//对象选择器
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USTRUCT(BlueprintType)
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struct FTargetSelector
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能选择器类型"))
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EEffectTargetType SelecterType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "指定技能的分类"
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, EditConditionHides, EditCondition = "SelecterType == EEffectTargetType::SelfSkillType || SelecterType == EEffectTargetType::TargetSkillType"))
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ESkillType SkillType = ESkillType::Type1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "目标是否全部还是指定数目"
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, EditConditionHides, EditCondition = "SelecterType != EEffectTargetType::Target && SelecterType != EEffectTargetType::Self"))
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bool bAll = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "目标是否包含自身"
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, EditConditionHides, EditCondition = "SelecterType == EEffectTargetType::SelfSkill || SelecterType == EEffectTargetType::SelfSkillType"))
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bool bIncludeSelf = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "指定数目"
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, EditConditionHides, EditCondition = "SelecterType != EEffectTargetType::Target && SelecterType != EEffectTargetType::Self && !bAll"))
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int32 MaxEffectTargetNum = 1;
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};
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// 被动触发条件配置
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USTRUCT(BlueprintType)
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struct FPassiveTriggerConfig
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发条件类型"))
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EPassiveTriggerCondition Condition = EPassiveTriggerCondition::ItemTriggered;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标"))
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FTargetSelector Target ;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-1)", EditConditionHides,
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EditCondition = "Condition == EPassiveTriggerCondition::HealthFirstBelowPercent",
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ClampMin = 0, ClampMax = 1))
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float PercentageValue = 0.5f;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "指定物品", EditConditionHides,
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// EditCondition = "Target == EPassiveTriggerTarget::SelfSpecificItem || Target == EPassiveTriggerTarget::EnemySpecificItem"))
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// FGuid SpecificSkillID;
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};
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// 光环技能触发条件配置
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USTRUCT(BlueprintType)
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struct FAuraTriggerConfig
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发条件类型"))
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EAuraTriggerCondition Condition = EAuraTriggerCondition::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标", EditConditionHides,
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EditCondition = "Condition != EAuraTriggerCondition::None"))
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EEffectTargetType Target = EEffectTargetType::Self;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-1)", EditConditionHides,
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EditCondition = "Condition == EAuraTriggerCondition::HealthBelowPercent || Condition == EAuraTriggerCondition::HealthAbovePercent",
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ClampMin = 0, ClampMax = 1))
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float PercentageValue = 0.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "数量值", EditConditionHides,
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EditCondition = "Condition == EAuraTriggerCondition::EquipmentCountNotMoreThan || Condition == EAuraTriggerCondition::EquipmentCountNotLessThan",
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ClampMin = 0))
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int32 CountValue = 5;
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};
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USTRUCT(BlueprintType)
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struct FSkillContext
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "敌人"))
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class USkillManager* SkillManager;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "所属的技能"))
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class USkill* OwnerSkill;
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};
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//技能效果
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USTRUCT(BlueprintType)
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struct FSkillEffectData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能类型"))
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ESkillEffectType EffectType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能值"))
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float EffectValue;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能配置补充,不需要为空"))
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FString ParamAddition;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能选择器"))
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FTargetSelector SkillSelecter;
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};
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USTRUCT(BlueprintType)
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struct FSkillData: public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能名称"))
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FText SkillName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AllowedClasses = "Texture2D", ToolTip = "技能图片"))
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FSoftObjectPath SkillTexture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能Tag"))
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FGameplayTag SkillTag;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "背包占用"))
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FIntPoint SkillWeight = FIntPoint(1, 1);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "是否为主动技能"))
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bool bActiveSkill = true;
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//主动技能属性
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能CD", EditConditionHides, EditCondition = "bActiveSkill"))
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float CD;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能CD速度", EditConditionHides, EditCondition = "bActiveSkill"))
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float Speed = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能耐久度", EditConditionHides, EditCondition = "bActiveSkill"))
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int32 Endurance;
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//被动技能属性
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发器,没有配置的话为光环类技能默认进行触发", AllowedClasses = "SkillTrigger", EditConditionHides, EditCondition = "!bActiveSkill"))
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TSubclassOf<class USkillTrigger> SkillTrigger;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能效果组"))
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TArray<FSkillEffectData> SkillEffects;
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};
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USTRUCT(BlueprintType)
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struct FSkillDataConfig
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (RowType = "FSkillData"))
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UDataTable* DataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName SkillRowName;
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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 UDefinations : public UObject
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{
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GENERATED_BODY()
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};
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USTRUCT(BlueprintType)
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struct FFishingRodSkill
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿技能名称"))
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FName SkillName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "鱼钩技能"))
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TSubclassOf<class UFishingRodSKill_Base> SkillClass;
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};
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USTRUCT(BlueprintType)
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struct FFishingRod: public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿名称"))
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FName FishingRod_Name;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿伤害CD"))
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int32 DamageCD;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿伤害"))
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int32 Damage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "附加的耐力值"))
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int32 Endurance_Add;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "附加的附加的韧性值"))
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int32 Tenacity_Add;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "物品背包大小"))
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// FIntPoint BagSize;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "物品配置"))
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class UBagConfigAsset* BagConfig;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能效果组"))
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TArray<FFishingRodSkill> Skills;
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};
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USTRUCT(BlueprintType)
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struct FShipDataConfig
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{
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GENERATED_BODY()
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体长度"))
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// int32 ShipLength = 100;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体宽度"))
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// int32 ShipWidth = 100;
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//
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体高度"))
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// int32 ShipHeight = 100;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (FToolTip = "船体缩放"))
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FVector ShipScale = FVector::One();
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/*** Movement ***/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ForceUnits = "cm/s", Category = "Character|Movement", ToolTip = "正常速度"))
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float BaseSpeed = 600.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ForceUnits = "cm/s",ToolTip = "冲刺速度"))
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float SprintSpeed = 1200.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ForceUnits = "s", ToolTip = "加速到最大速度时间"))
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float AccelerationTime = 0.3f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ForceUnits = "s", ToolTip = "停止需要的减速时间"))
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float DecelerationTime = 0.2f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ToolTip = "转向灵敏度/阻尼"))
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float TurnSensitivity = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ToolTip = "回弹系数"))
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float BounceFactor= 1.0f;
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/***Fishing***/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character|Movement", meta = (ToolTip = "鼠标移动速度"))
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float MouseSpeed= 8.0f;
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/*** Camera ***/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera", meta = (ForceUnits = "Degrees", ToolTip = "视野范围"))
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float CameraFiledOfView = 90.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Position", meta = (ForceUnits = "cm", ToolTip = "与角色距离"))
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float CameraDistance = 1200.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Position", meta = (ForceUnits = "cm", ToolTip = "与角色高度差"))
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float CameraHeightOffset = 600.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Position", meta = (ForceUnits = "Degrees",ToolTip = "镜头与地面夹角角度"))
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float CameraGroundAngle = -45.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Rotation", meta = (ToolTip = "镜头转动灵敏度"))
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float CameraRotationSensitivity = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Rotation", meta = (ToolTip = "反转Y轴"))
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bool FlipCameraYAxius = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Rotation", meta = (ForceUnits = "Degrees",ToolTip = "最大上仰角度"))
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float MaxUpwardAngle = -20.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Rotation", meta = (ForceUnits = "Degrees", ToolTip = "最低下俯角度"))
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float MaxDownwardAngle = -70.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Follow", meta = (ToolTip = "镜头跟随阻尼"))
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float CameraFollowLagRatio = 3.0f;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ToolTip = "镜头跟随阻尼"))
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// float CameraCollisionLagRatio = 3.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ForceUnits = "cm", ToolTip = "与角色的最小距离"))
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float CameraMinDistance = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ForceUnits = "cm", ToolTip = "碰撞时的相机抖动类型"))
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TSubclassOf<UCameraShakeBase> CollisionCameraShakeClass;
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};
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/*** 地图相关定义 ***/
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UENUM(BlueprintType)
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enum class EMapNodeType : uint8
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{
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|
Battle UMETA(DisplayName = "战斗"),
|
|
Skill UMETA(DisplayName = "技能道具"),
|
|
Boss UMETA(DisplayName = "关底Boss")
|
|
};
|
|
|
|
UENUM(BlueprintType)
|
|
enum class EMapNodeState : uint8
|
|
{
|
|
Moveable UMETA(DisplayName = "可移动到"),
|
|
Immovable UMETA(DisplayName = "不可移动到"),
|
|
};
|
|
|
|
//地图层
|
|
USTRUCT(BlueprintType)
|
|
struct FMapLayer
|
|
{
|
|
GENERATED_BODY()
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
|
TArray<TObjectPtr<class UFishingMapNode>> Nodes;
|
|
void AddNode(TObjectPtr<class UFishingMapNode> Node) { Nodes.Add(Node); };
|
|
TObjectPtr<UFishingMapNode> GetNode(int32 index) {return Nodes[index];}
|
|
int32 GetNodeNum() {return Nodes.Num();}
|
|
};
|
|
|
|
// 连线
|
|
USTRUCT(BlueprintType)
|
|
struct FSimpleConnection
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
|
FGuid FromNodeID;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
|
FGuid ToNodeID;
|
|
|
|
FSimpleConnection()
|
|
{
|
|
}
|
|
|
|
FSimpleConnection(const FGuid& From, const FGuid& To)
|
|
: FromNodeID(From), ToNodeID(To)
|
|
{
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|