Payback 0.0.1
CK Graduation Project
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SkillData.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "StructUtils/InstancedStruct.h"
8#include "SkillData.generated.h"
9
10class UAnimMontage;
11
12USTRUCT(BlueprintType)
14{
15 GENERATED_BODY()
16};
17
18// 콤보 스킬 확장 데이터 (Q 스킬 등)
19USTRUCT(BlueprintType)
21{
22 GENERATED_BODY()
23
24 UPROPERTY(EditAnywhere, BlueprintReadOnly)
25 TArray<TObjectPtr<UAnimMontage>> ComboActionMontages;
26
27 UPROPERTY(EditAnywhere, BlueprintReadOnly)
28 TSubclassOf<UGameplayEffect> ComboWindowEffectClass;
29};
30
31UCLASS()
32class CK_UE_API USkillData : public UCombatDataBase
33{
34 GENERATED_BODY()
35
36public:
37 // --- Cost & Cooldown ---
38 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Cooldown", meta = (Categories = "Cooldown.Skill"))
39 FGameplayTag CooldownTag;
40
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Cooldown")
42 float CooldownDuration = 1.0f;
43
44 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Cost")
45 float CostValue = 0.0f;
46
47 // --- Animation ---
48 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
49 TObjectPtr<UAnimMontage> SkillMontage;
50
51 // --- 스킬별 확장 데이터 (FInstancedStruct) ---
52 UPROPERTY(EditAnywhere, Category = "Extended", meta = (BaseStruct = "/Script/CK_UE.SkillExtendedDataBase", ExcludeBaseStruct))
53 FInstancedStruct ExtendedData;
54};
Definition CK_UE.Build.cs:6
Definition CombatDataBase.h:15
Definition SkillData.h:33
Definition SkillData.h:21
Definition SkillData.h:14