OLS/Source/ols/Public/DataAssets/OLSGameDataAsset.h

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.
#pragma once
#include "CoreMinimal.h"
#include "OLSPrimaryDataAsset.h"
#include "OLSGameDataAsset.generated.h"
/**
* UOLSGameDataAsset
*
* Non-mutable data asset that contains global game data.
*/
UCLASS(BlueprintType, Const, Meta = (DisplayName = "OLS Game Data", ShortTooltip = "Data asset containing global game data."))
class OLS_API UOLSGameDataAsset : public UOLSPrimaryDataAsset
{
GENERATED_BODY()
public:
UOLSGameDataAsset();
// Returns the loaded game data.
static const UOLSGameDataAsset& Get();
public:
// Gameplay effect used to apply damage. Uses SetByCaller for the damage magnitude.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)"))
TSoftClassPtr<class UGameplayEffect> DamageGameplayEffect_SetByCaller;
// Gameplay effect used to apply healing. Uses SetByCaller for the healing magnitude.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)"))
TSoftClassPtr<class UGameplayEffect> HealGameplayEffect_SetByCaller;
// Gameplay effect used to add and remove dynamic tags.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects")
TSoftClassPtr<class UGameplayEffect> DynamicTagGameplayEffect;
};