feat: DS Changes
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@ -28,28 +28,39 @@ struct REFINEDRDAPI_API FRRDADSModAdapterInventorySlotAccess
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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/* The Inventory Slot Index */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int mInventorySlotIndex = 0;
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/* A custom display name for the inventory slot that will be displayed in the digital storage UI.
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/* A custom display name for the inventory slot that will be displayed in the digital storage UI.
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This makes it easier for players to understand what this slot is used for.
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This makes it easier for players to understand what this slot is used for.
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*/
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*/
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText mInventorySlotDisplayName;
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FText mInventorySlotDisplayName;
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/* Set how digital storage should interact with this inventory slot */
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/* Set how digital storage should interact with this inventory slot */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore;
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ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore;
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/* Select the item resource form that will be displayed in the digital storage UI
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/* Select the item resource form that will be displayed in the digital storage UI
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This will only display items of this form when players search for an item.
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This will only display items of this form when players search for an item.
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*/
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*/
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
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EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
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UPROPERTY(meta=(NoAutoJson = true))
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UPROPERTY(BlueprintReadOnly, meta=(NoAutoJson = true))
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bool mOverrideItemFilter = false;
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bool mOverrideItemFilter = false;
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/* Limit the list of items this slot should contain, only items in this list will be displayed on the digital storage UI */
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/* Limit the list of items this slot should contain, only items in this list will be displayed on the digital storage UI */
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UPROPERTY(EditDefaultsOnly, meta=(EditCondition = mOverrideItemFilter))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(EditCondition = mOverrideItemFilter))
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TArray<TSubclassOf<UFGItemDescriptor>> mItemFilter;
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TArray<TSubclassOf<UFGItemDescriptor>> mItemFilter;
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/* Should check if the inventory slot has an Item Filter set
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This will override the item class that the player selects with the allowed item class on the slot.
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Also disables item selection in the UI.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mCheckSlotItemFilter = false;
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};
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};
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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@ -59,18 +70,18 @@ struct REFINEDRDAPI_API FRRDADSModAdapterInventoryAccess
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public:
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public:
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/* A custom name that should be used in the digital storage UI, by default will use "Inventory 1" */
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/* A custom name that should be used in the digital storage UI, by default will use "Inventory 1" */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText mInventoryDisplayName;
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FText mInventoryDisplayName;
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/* The Inventory Name to search for */
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/* The Inventory Name to search for */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FName mInventoryName;
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FName mInventoryName;
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/* The Inventory index to search for in case couldn't find by name */
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/* The Inventory index to search for in case couldn't find by name */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int mInventoryIndex = 0;
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int mInventoryIndex = 0;
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/* The Inventory slots to allow access to Digital Storage */
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/* The Inventory slots to allow access to Digital Storage */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TMap<int, FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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};
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};
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