GASATHON/Project/Source/Gasa/AbilitySystem/GasaAbilitySystem.h

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#pragma once
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#include "GasaCommon.h"
#include "Engine/DataTable.h"
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#include "GasaAbilitySystem.generated.h"
USTRUCT(BlueprintType)
struct GASA_API FAttributeSetField : public FTableRowBase
{
GENERATED_BODY()
FAttributeSetField()
: Name("Provide_Name")
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, Category("Provide Category")
, Description("Provide Description")
, BaseValue(0)
, bUseMinAttribute(false)
, bUseMaxAttribute(false)
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, MinAttribute("")
, MinValue(0)
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, MaxAttribute("")
, MaxValue(0)
{}
virtual ~FAttributeSetField()
{}
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FName Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FName Category;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FString Description;
// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
// FGameplayTag Tag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
float BaseValue;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
bool bUseMinAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
bool bUseMaxAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute", EditConditionHides))
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FName MinAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute==false", EditConditionHides))
float MinValue;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute", EditConditionHides))
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FName MaxAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute==false", EditConditionHides))
float MaxValue;
};