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"
7#include "Engine/DataTable.h"
8#include "StatTable.generated.h"
9
10
11enum class EEnemyReachType : uint8;
12
13USTRUCT(BlueprintType)
14struct FPlayerStatTableRow : public FTableRowBase
15{
16 GENERATED_BODY()
17
18public:
19 UPROPERTY(EditAnywhere, BlueprintReadWrite)
20 FName Character_Name;
21
22 UPROPERTY(EditAnywhere, BlueprintReadWrite)
23 float Character_Hp = 0.0f;
24
25 UPROPERTY(EditAnywhere, BlueprintReadWrite)
26 float Character_Attack = 0.0f;
27
28 UPROPERTY(EditAnywhere, BlueprintReadWrite)
29 float Character_Attack_Speed = 0.0f;
30
31 UPROPERTY(EditAnywhere, BlueprintReadWrite)
32 float Character_Move_Speed = 0.0f;
33
34 UPROPERTY(EditAnywhere, BlueprintReadWrite)
35 float Character_Critical = 0.0f;
36
37 UPROPERTY(EditAnywhere, BlueprintReadWrite)
38 float Character_Critical_Dmg = 0.0f;
39
40 UPROPERTY(EditAnywhere, BlueprintReadWrite)
41 float Character_Knockback_Resistance = 0.0f;
42};
43
44
45USTRUCT(BlueprintType)
46struct FEnemyStatTableRow : public FTableRowBase
47{
48 GENERATED_BODY()
49
50
51public:
52 virtual void OnPostDataImport(const UDataTable* InDataTable, const FName InRowName, TArray<FString>& OutCollectedImportProblems) override
53 {
54 Enemy_ID = InRowName;
55 }
56
57public:
58 UPROPERTY(EditAnywhere, BlueprintReadWrite)
59 FName Enemy_ID;
60
61 UPROPERTY(EditAnywhere, BlueprintReadWrite)
62 FName Enemy_Name;
63
64 UPROPERTY(EditAnywhere, BlueprintReadWrite)
66
67 UPROPERTY(EditAnywhere, BlueprintReadWrite)
68 float Enemy_Hp = 0.0f;
69
70 UPROPERTY(EditAnywhere, BlueprintReadWrite)
71 float Enemy_Attack = 0.0f;
72
73 UPROPERTY(EditAnywhere, BlueprintReadWrite)
74 float Enemy_Attack_Speed = 0.0f;
75
76 UPROPERTY(EditAnywhere, BlueprintReadWrite)
77 float Enemy_Attack_Range = 0.0f;
78
79 UPROPERTY(EditAnywhere, BlueprintReadWrite)
80 float Enemy_Move_Speed = 0.0f;
81
82 UPROPERTY(EditAnywhere, BlueprintReadWrite)
83 float Knockback_Resistance = 0.0f;
84
85 // 처치 시 플레이어에게 주는 방송 경험치.
86 UPROPERTY(EditAnywhere, BlueprintReadWrite)
87 float Enemy_Experience = 0.0f;
88
89 // 이 적을 처치했을 때 합류하는 성좌. Constellation_Master 의 행 이름.
90 UPROPERTY(EditAnywhere, BlueprintReadWrite)
91 FName Constellation_ID;
92};
EEnemyReachType
Definition EnemyCharacterBase.h:36
Definition StatTable.h:47
virtual void OnPostDataImport(const UDataTable *InDataTable, const FName InRowName, TArray< FString > &OutCollectedImportProblems) override
Definition StatTable.h:52
Definition StatTable.h:15