feat: wip
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "RRDADataAssetBase.h"
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#include "ItemAmount.h"
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#include "RRDADirtDataAsset.generated.h"
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UCLASS( BlueprintType )
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class REFINEDRDAPI_API URRDADirtDataAsset : public URRDADataAssetBase
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{
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GENERATED_BODY()
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public:
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UFUNCTION( BlueprintPure, Category="FicsitFarming|Dirt" )
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static TArray<FItemAmount> GetExtractableSeed(URRDADirtDataAsset* Asset);
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UFUNCTION( BlueprintPure, Category="FicsitFarming|Dirt" )
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static float GetExtractionCycleTime(URRDADirtDataAsset* Asset);
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UFUNCTION( BlueprintPure, Category="FicsitFarming|Dirt" )
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static int32 GetDirtConsume(URRDADirtDataAsset* Asset);
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public:
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/**
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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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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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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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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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int32 mDirtConsume = 2;
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};
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