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51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayEffect.h"
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#include "CogAbilityDataAsset_Cheats.generated.h"
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//--------------------------------------------------------------------------------------------------------------------------
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USTRUCT()
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struct COGABILITY_API FCogAbilityCheat
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere)
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FString Name;
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UPROPERTY(EditAnywhere)
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TSubclassOf<UGameplayEffect> Effect;
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};
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(Blueprintable)
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class COGABILITY_API UCogAbilityDataAsset_Cheats : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UCogAbilityDataAsset_Cheats() {}
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UPROPERTY(EditAnywhere)
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FGameplayTag NegativeEffectTag;
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UPROPERTY(EditAnywhere)
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FGameplayTag PositiveEffectTag;
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UPROPERTY(EditAnywhere)
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FLinearColor NeutralEffectColor = FLinearColor(0.5f, 0.5f, 0.5f, 1.0f);
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UPROPERTY(EditAnywhere)
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FLinearColor NegativeEffectColor = FLinearColor(1.0f, 0.5f, 0.5f, 1.0f);
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UPROPERTY(EditAnywhere)
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FLinearColor PositiveEffectColor = FLinearColor(0.0f, 1.0f, 0.5f, 1.0f);
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UPROPERTY(EditAnywhere, meta = (TitleProperty = "Name"))
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TArray<FCogAbilityCheat> PersistentEffects;
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UPROPERTY(EditAnywhere, meta = (TitleProperty = "Name"))
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TArray<FCogAbilityCheat> InstantEffects;
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}; |