Program Listing for File GKUnitStatic.h
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// BSD 3-Clause License Copyright (c) 2022, Pierre Delaunay All rights reserved.
#pragma once
// Gamekit
#include "Gamekit/Abilities/GKAbilityInputs.h"
#include "Gamekit/Abilities/GKGameplayAbility.h"
#include "Gamekit/Animation/GKAnimationSet.h"
#include "Gamekit/Gamekit.h"
// Unreal Engine
#include "Engine/DataTable.h"
// Generated
#include "GKUnitStatic.generated.h"
USTRUCT(BlueprintType)
struct GAMEKIT_API FGKUnitStatic: public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
FGKUnitStatic();
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FText LocalName;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FText LocalDescription;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TArray<TSubclassOf<UGKGameplayAbility>> Abilities;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float AttackRate;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float AttackAnimationPoint;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float AttackRange;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float Damage;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float MovementSpeed;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float Health;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float HealthRegen;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float Mana;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = BaseAttributes)
float ManaRegen;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Animation)
FGKAnimationSet AnimationSet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Common)
class UTexture2D *Icon;
};
USTRUCT(BlueprintType)
struct GAMEKIT_API FGKInputAbilityPair
{
GENERATED_USTRUCT_BODY()
public:
FGKInputAbilityPair(): InputSlot(EGK_MOBA_AbilityInputID::None) {}
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EGK_MOBA_AbilityInputID InputSlot;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UGKGameplayAbility> AbilityClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int DefaultLevel;
};