feat: More options on DS assets
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@@ -2,11 +2,12 @@
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#include "Enums/RRDADSEnums.h"
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#include "Math/Transform.h"
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#include "Resources/FGItemDescriptor.h"
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#include "RRDADSStructs.generated.h"
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USTRUCT(BlueprintType)
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struct REFINEDRDAPI_API FRRDADSAdapterOffset
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struct REFINEDRDAPI_API FRRDADSAdapterCoverDetails
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{
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GENERATED_BODY()
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@@ -20,12 +21,49 @@ public:
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bool bIsConveyor = true;
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};
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USTRUCT(BlueprintType)
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struct REFINEDRDAPI_API FRRDADSModAdapterInventorySlotAccess
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{
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GENERATED_BODY()
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public:
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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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*/
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UPROPERTY(EditDefaultsOnly)
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FText mInventorySlotDisplayName;
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/* Set how digital storage should interact with this inventory slot */
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UPROPERTY(EditDefaultsOnly)
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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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This will only display items of this form when players search for an item.
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*/
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UPROPERTY(EditDefaultsOnly)
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EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
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UPROPERTY( meta=(NoAutoJson = true) )
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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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UPROPERTY(EditDefaultsOnly, meta=(EditCondition = mOverrideItemFilter))
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TArray<TSubclassOf<UFGItemDescriptor>> mItemFilter;
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};
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USTRUCT(BlueprintType)
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struct REFINEDRDAPI_API FRRDADSModAdapterInventoryAccess
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{
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GENERATED_BODY()
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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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UPROPERTY(EditDefaultsOnly)
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FText mInventoryDisplayName;
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/* The Inventory Name to search for */
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UPROPERTY(EditDefaultsOnly)
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FName mInventoryName;
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@@ -36,5 +74,5 @@ public:
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/* The Inventory slots to allow access to Digital Storage */
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UPROPERTY(EditDefaultsOnly)
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TMap<int, ERRDADSInventorySlotAccess> mInventorySlots;
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TMap<int, FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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};
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