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https://github.com/FortniteModdingHub/FNGameProj.git
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54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataTable.h"
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#include "GameplayTagContainer.h"
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#include "EFortRarity.h"
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#include "FortAccountItemDefinition.h"
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#include "FortConversionControlItemDefinition.generated.h"
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortConversionControlItemDefinition : public UFortAccountItemDefinition {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString LootTierGroup;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDataTableRowHandle ConversionPointsToTierCosts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bConsumedOnConversion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText RewardName;
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public:
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UFortConversionControlItemDefinition();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetTierFromSacrificePoints(int32 SacrificePoints, EFortRarity& CalculatedTier) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetRewardName() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetRequiredItemQuantity(int32 SacrificePoints) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortAccountItemDefinition* GetRequiredItemDefinition() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FGameplayTagContainer GetRequiredCatalysts() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetPointsForTier(EFortRarity InTier) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EFortRarity GetMaxConversionTier() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EFortRarity GetFirstConversionTier() const;
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};
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