Illusion-UE5/hwanyoung2/Source/hwanyoung2/CraftingInfo.h
Ji Yoon Rhee cf526110b3 lmfao
2024-09-10 10:46:13 +09:00

59 lines
1.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "CraftingInfo.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FCraftingInfo : public FTableRowBase
{
GENERATED_BODY();
public:
//unique ID of item that is being used to create the item
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemAID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemBID;
//unique ID of item that is being used to create the item
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemCID;
//unique ID of item that is being used to create the item
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemDID;
//unique ID of the item that gets created
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ProductID;
//do we want to destroy the component?
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemA;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemB;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemC;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemD;
bool operator==(const FCraftingInfo& OtherItem) const {
return ItemAID == OtherItem.ItemAID
&& ItemBID == OtherItem.ItemBID
&& ItemCID == OtherItem.ItemCID
&& ItemDID == OtherItem.ItemDID;
}
};