#include <BaseData.h>
◆ FCharacterBaseSkills()
| FCharacterBaseSkills::FCharacterBaseSkills |
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◆ AddAgilityXP()
| bool FCharacterBaseSkills::AddAgilityXP |
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const float | Value | ) |
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FCharacterSkill Agility
Definition BaseData.h:849
bool AddXP(const float Value)
Definition BaseData.h:751
◆ AddCharismaXP()
| bool FCharacterBaseSkills::AddCharismaXP |
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const float | Value | ) |
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FCharacterSkill Charisma
Definition BaseData.h:838
◆ AddEnduranceXP()
| bool FCharacterBaseSkills::AddEnduranceXP |
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const float | Value | ) |
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FCharacterSkill Endurance
Definition BaseData.h:832
◆ AddIntelligenceXP()
| bool FCharacterBaseSkills::AddIntelligenceXP |
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const float | Value | ) |
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FCharacterSkill Intelligence
Definition BaseData.h:843
◆ AddLuckXP()
| bool FCharacterBaseSkills::AddLuckXP |
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const float | Value | ) |
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FCharacterSkill Luck
Definition BaseData.h:865
◆ AddPerceptionXP()
| bool FCharacterBaseSkills::AddPerceptionXP |
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const float | Value | ) |
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FCharacterSkill Perception
Definition BaseData.h:826
◆ AddSkillLevel()
| void FCharacterBaseSkills::AddSkillLevel |
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const FGameplayTag & | Name, |
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const bool | bIncrease ) |
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inline |
885 {
887 {
888 if(Skill == nullptr){continue;}
889 if(Skill->Name == Name)
890 {
891 Skill->AddLevel(bIncrease);
892 }
893 }
894 }
TArray< FCharacterSkill * > GetAllSkillsRef()
Definition BaseData.h:964
◆ AddSkillLevelByName()
| void FCharacterBaseSkills::AddSkillLevelByName |
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const FString & | Name, |
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const bool | bIncrease ) |
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inline |
896 {
898 if(Skill ==
nullptr){UE_LOG(LogBaseHelpers,
Warning, TEXT(
"FCharacterBaseSkills::AddSkillLevelByName Skill: %s Not found.."), *Name);
return;}
899
900
901
902
903
905 {
906 return;
907 }
908 const bool bChangedLevel = Skill->
AddLevel(bIncrease);
909 if(bChangedLevel == false){return;}
910 if(bIncrease)
911 {
913 }
914 else
915 {
917 }
918 }
int32 GetSkillPoints() const
Definition BaseData.h:869
int32 SkillPoints
Definition BaseData.h:993
FCharacterSkill * GetSkillByName(const FString &Name)
Definition BaseData.h:920
The FCharacterSkill struct represents a skill of a character.
Definition BaseData.h:719
bool AddLevel(const bool bIncrease)
Definition BaseData.h:762
◆ AddSkillXP()
| void FCharacterBaseSkills::AddSkillXP |
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const FGameplayTag & | Name, |
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const int32 | Value ) |
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inline |
874 {
876 {
877 if(Skill == nullptr){continue;}
878 if(Skill->Name == Name)
879 {
880 Skill->AddXP(Value);
881 }
882 }
883 }
◆ AddStealthXP()
| bool FCharacterBaseSkills::AddStealthXP |
( |
const float | Value | ) |
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FCharacterSkill Stealth
Definition BaseData.h:860
◆ AddStrengthXP()
| bool FCharacterBaseSkills::AddStrengthXP |
( |
const float | Value | ) |
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FCharacterSkill Strength
Definition BaseData.h:820
◆ AddWeaponSkillXP()
| bool FCharacterBaseSkills::AddWeaponSkillXP |
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const float | Value | ) |
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FCharacterSkill WeaponSkill
Definition BaseData.h:855
◆ GetAgility()
| int32 FCharacterBaseSkills::GetAgility |
( |
| ) |
const |
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inline |
int32 Level
Definition BaseData.h:728
◆ GetAllSkills()
Gets copy! use GetAllSkillsRef to Edit
951 {
952 TArray<FCharacterSkill> Skills;
962 return Skills;
963 }
◆ GetAllSkillsRef()
965 {
966 TArray<FCharacterSkill*> Skills;
976 return Skills;
977 }
◆ GetCharisma()
| int32 FCharacterBaseSkills::GetCharisma |
( |
| ) |
const |
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inline |
◆ GetEndurance()
| int32 FCharacterBaseSkills::GetEndurance |
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const |
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◆ GetIntelligence()
| int32 FCharacterBaseSkills::GetIntelligence |
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| ) |
const |
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◆ GetLuck()
| int32 FCharacterBaseSkills::GetLuck |
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| ) |
const |
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◆ GetNumberOfSkills()
| int32 FCharacterBaseSkills::GetNumberOfSkills |
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const |
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980 {
982 }
TArray< FCharacterSkill > GetAllSkills() const
Definition BaseData.h:950
◆ GetPerception()
| int32 FCharacterBaseSkills::GetPerception |
( |
| ) |
const |
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◆ GetSkillByName()
| FCharacterSkill * FCharacterBaseSkills::GetSkillByName |
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const FString & | Name | ) |
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921 {
923 {
924 FString LastTagPart = "";
925 Skill->Name.GetTagName().ToString().Split(TEXT("."), nullptr, &LastTagPart, ESearchCase::IgnoreCase, ESearchDir::FromEnd);
926 if(Name == LastTagPart)
927 {
928 return Skill;
929 }
930 }
931 return nullptr;
932 }
◆ GetSkillByTag()
| FCharacterSkill * FCharacterBaseSkills::GetSkillByTag |
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const FGameplayTag & | Name | ) |
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inline |
934 {
936 {
937 if(Skill == nullptr){continue;}
938 if(Skill->Name == Name)
939 {
940 return Skill;
941 }
942 }
943 return nullptr;
944 }
◆ GetSkillPoints()
| int32 FCharacterBaseSkills::GetSkillPoints |
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const |
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◆ GetStealth()
| int32 FCharacterBaseSkills::GetStealth |
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| ) |
const |
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◆ GetStrength()
| int32 FCharacterBaseSkills::GetStrength |
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| ) |
const |
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inline |
◆ GetWeaponSkill()
| int32 FCharacterBaseSkills::GetWeaponSkill |
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| ) |
const |
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inline |
◆ Agility
◆ Charisma
◆ Endurance
◆ Intelligence
◆ Luck
◆ Perception
◆ SkillPoints
| int32 FCharacterBaseSkills::SkillPoints = 10 |
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protected |
◆ Stealth
◆ Strength
◆ WeaponSkill
The documentation for this struct was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/BaseHelpers/Source/BaseHelpers/Public/Data/BaseData.h