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								Source/BusyRabbit/Public/BusyGamePlayLibrary.h
									
									
									
									
									
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								Source/BusyRabbit/Public/BusyGamePlayLibrary.h
									
									
									
									
									
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| // Fill out your copyright notice in the Description page of Project Settings. | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| #include "CoreMinimal.h" | ||||
| #include "slua.h" | ||||
| #include "Role/BusyRole.h" | ||||
| #include "Engine/World.h" | ||||
| #include "Level/BusyLevelItem.h" | ||||
| #include "Engine/DataTable.h" | ||||
| #include "BusyActorManagerSubSystem.h" | ||||
| #include "Kismet/BlueprintFunctionLibrary.h" | ||||
| #include "GameAsset/BusyItem.h" | ||||
| #include "BusyGamePlayLibrary.generated.h" | ||||
|  | ||||
| /** | ||||
|  *  | ||||
|  */ | ||||
| UCLASS() | ||||
| class BUSYRABBIT_API UBusyGamePlayLibrary : public UBlueprintFunctionLibrary | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| public: | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	static UDataTable* GetGameDataTable(const FString& TableName); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	static UClass* GetGameClass(const FString& ClassName); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	static UClass* GetGameUIClass(const FString& ClassName); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static UWorld* K2_GetWorld(UObject* obj); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetLevelItemConfig(const FName& RowName, FBusyLevelItemConfig& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData); | ||||
| }; | ||||
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