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29 lines
1023 B
C++
29 lines
1023 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Templates/SubclassOf.h"
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#include "AthenaLayoutRequirementData.generated.h"
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class ABuildingLayoutRequirement;
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class ABuildingSMActor;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UAthenaLayoutRequirementData : public UPrimaryDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ABuildingLayoutRequirement> BuildingClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<ABuildingSMActor>> LayoutRequirementClasses;
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UAthenaLayoutRequirementData();
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UFUNCTION(BlueprintCallable)
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ABuildingLayoutRequirement* SpawnMatchingLayoutRequirement(ABuildingSMActor* SourceActor, bool bMatchResourceType);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool FindMatchingLayoutRequirementClass(ABuildingSMActor* BuildingActor, TSubclassOf<ABuildingSMActor>& MatchingClass) const;
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};
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