Payback 0.0.1
CK Graduation Project
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StatTable.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"
6#include "Engine/DataTable.h"
7#include "StatTable.generated.h"
8
9
10USTRUCT(BlueprintType)
11struct FPlayerStatTableRow : public FTableRowBase
12{
13 GENERATED_BODY()
14 UPROPERTY(EditAnywhere, BlueprintReadWrite) FName Character_Name;
15 UPROPERTY(EditAnywhere, BlueprintReadWrite) FName Character_Weapon;
16 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Hp = 0.0f;
17 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Attack = 0.0f;
18 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Attack_Speed = 0.0f;
19 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Move_Speed = 0.0f;
20 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Critical = 0.0f;
21 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Critical_Dmg = 0.0f;
22 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Life_Steal = 0.0f;
23 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Stun = 0.0f;
24 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Knockback = 0.0f;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge = 0.0f;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge_Max = 0.0f;
27 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge_Cost = 0.0f;
28};
29
30USTRUCT(BlueprintType)
31struct FEnemyStatTableRow : public FTableRowBase
32{
33 GENERATED_BODY()
34 UPROPERTY(EditAnywhere, BlueprintReadWrite) FName Monster_Name;
35 UPROPERTY(EditAnywhere, BlueprintReadWrite) FName Monster_Type;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Hp = 0.0f;
37 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Attack = 0.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Attack_Speed = 0.0f;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Attack_Range = 0.0f;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Move_Speed = 0.0f;
41 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Vision_Range = 0.0f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Stun = 0.0f;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite) float Monster_Drop_Soul = 0.0f;
44};
Definition StatTable.h:32
Definition StatTable.h:12