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PlayerData.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"
6#include "UObject/Object.h"
7#include "Engine/DataTable.h"
8#include "PlayerData.generated.h"
9
10
11
12// UENUM(Blueprintable, BlueprintType)
13// enum class EProfilePictureCategory : uint8
14// {
15// Default,
16// Achievement,
17// Challenge,
18// Level,
19// Seasonal,
20// };
21//
22//
23// USTRUCT(BlueprintType)
24// struct FProfilePictureUnlockMethod : public FTableRowBase
25// {
26// GENERATED_BODY()
27//
28// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
29// bool bRequiresUnlock = false;
30// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
31// int32 RequiredLevel = -1;
32// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
33// int32 RequiredAchievementID = -1;
34// //- Mod / Beta Tester / Special Player //
35// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
36// int32 RequiredPlayerStatusID = -1;
37//
38// };
39//
40//
41// USTRUCT(BlueprintType)
42// struct FProfilePicture : public FTableRowBase
43// {
44// GENERATED_BODY()
45//
46// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
47// class UTexture2D* Image = nullptr;
48// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
49// bool bHasTooltip = false;
50// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
51// int32 ID = 0;
52// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
53// FString Name = "Default";
54// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
55// EProfilePictureCategory Category = EProfilePictureCategory::Default;
56// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Profile Picture")
57// FString Description = "Default Description";
58//
59// };
60//
61//
62// USTRUCT(BlueprintType)
63// struct FAchievement : public FTableRowBase
64// {
65// GENERATED_BODY()
66//
67// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
68// int32 ID = 0;
69// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
70// FString Name = "Default";
71// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
72// FString Description = "Default Description";
73// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
74// class UTexture2D* Image = nullptr;
75// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
76// TArray<bool> Requirements;
77// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
78// int32 Score = 0;
79// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
80// bool bHidden = false;
81//
82// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
83// bool bUnlocked = false;
84// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
85// float Progress = 0.0f;
86// // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Achievements")
87// // Reward;
88//
89// // Implementing the '==' operator for the struct
90// bool operator==(const FAchievement& Other) const
91// {
92// // Define what makes two FQuestInfo structs equal.
93// // In this example, we assume two FQuestInfo are equal if their QuestIDs are equal.
94// // You may need to adjust this based on what makes sense for your use case.
95// return ID == Other.ID;
96// }
97// };
98//
99//
100// USTRUCT(BlueprintType)
101// struct FUserProfile : public FTableRowBase
102// {
103// GENERATED_BODY()
104//
105// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
106// FString DisplayName = "Name";
107// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
108// int32 ProfilePicture = 0;
109// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
110// TArray<int32> Achievements;
111// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
112// int32 PlayerLevel = 0;
113// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
114// float XP = 0;
115// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
116// int32 QuestsCompleted = 0;
117// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
118// float TotalPlayTime = 0.0f;
119// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
120// int32 MatchesWon = 0;
121// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
122// int32 MatchesPlayed = 0;
123// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
124// int32 Kills = 0;
125// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
126// int32 Deaths = 0;
127// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
128// int32 Assists = 0;
129// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
130// int32 Headshots = 0;
131// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
132// float HighestGameScore = 0;
133// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
134// int32 ChallengesCompleted = 0;
135// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
136// int32 Collectables = 0;
137// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
138// FString TopWeapon = "Weapon";
139// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
140// FString TopCharacter = "Character";
141// // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="User Profile")
142// // ItemsUnlocked;
143//
144// };
145//
146
147
148
149
150
151UCLASS()
152
153class MENUSYSTEM_API UPlayerData: public UObject
154{
155 GENERATED_BODY()
156
157};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition PlayerData.h:154