Organize some structures and enum

This commit is contained in:
martinluckyrobots
2025-04-07 15:10:43 +08:00
parent 4d4026d9ad
commit 6cd091136d
46 changed files with 184 additions and 28 deletions

View File

@ -24,6 +24,21 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* LevelDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* FurnitureDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* DecorationDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* KitchenwareDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* ElectronicsDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* BathroomDataTable;
public:
bool bIsFirstOpenGame;
bool bIsDebug;
@ -169,7 +184,7 @@ public:
void SetCurrentObjectsNumber(int32 ObjectsNumber);
UFUNCTION(BlueprintCallable)
void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes);
void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMesh>>& RandomMeshes);
UFUNCTION(BlueprintCallable)
void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
@ -218,7 +233,7 @@ public:
int32 GetCurrentObjectsNumber() const;
UFUNCTION(BlueprintPure)
TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes() const;
TArray<TSoftObjectPtr<UStaticMesh>> GetCurrentRandomMeshes() const;
UFUNCTION(BlueprintPure)
bool GetCurrentIsInfiniteCapture() const;