feat: RP asset functions
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@@ -28,24 +28,24 @@ public:
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* What Item should be a Dirt?
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* @warning - If 2 DirtDataAssets have the same Item, the game will use the last one which was loaded
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FicsitFarming")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dirt")
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TSubclassOf<UFGItemDescriptor> mItem;
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/**
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* Seeds that can be extracted from this dirt every cycle
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*/
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="FicsitFarming" )
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="Dirt" )
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TArray<FItemAmount> mExtractableSeed;
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/**
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* Production time for the extraction of seeds
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*/
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="FicsitFarming" )
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="Dirt" )
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float mExtractionCycleTime = 6.0f;
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/**
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* How much dirt should be consumed?
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*/
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="FicsitFarming" )
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UPROPERTY( EditAnywhere, BlueprintReadWrite, Category="Dirt" )
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int32 mDirtConsume = 2;
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};
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