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