40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "OLSPrimaryDataAsset.h"
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#include "OLSGameDataAsset.generated.h"
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/**
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* UOLSGameDataAsset
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*
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* Non-mutable data asset that contains global game data.
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*/
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UCLASS(BlueprintType, Const, Meta = (DisplayName = "OLS Game Data", ShortTooltip = "Data asset containing global game data."))
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class OLS_API UOLSGameDataAsset : public UOLSPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UOLSGameDataAsset();
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// Returns the loaded game data.
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static const UOLSGameDataAsset& Get();
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public:
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// Gameplay effect used to apply damage. Uses SetByCaller for the damage magnitude.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)"))
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TSoftClassPtr<class UGameplayEffect> DamageGameplayEffect_SetByCaller;
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// Gameplay effect used to apply healing. Uses SetByCaller for the healing magnitude.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)"))
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TSoftClassPtr<class UGameplayEffect> HealGameplayEffect_SetByCaller;
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// Gameplay effect used to add and remove dynamic tags.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects")
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TSoftClassPtr<class UGameplayEffect> DynamicTagGameplayEffect;
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};
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