Project02/ProjectFish/Source/ProjectFish/DataAsset/FishingRewardDataAsset.h

40 lines
1.2 KiB
C++

// 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;
};