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