Data
개인 프로젝트의 데이터 관련 내용입니다.
Player
Player Data Table
- Level, MaxHP, MaxShield, MaxMP, Defense, ShieldRechargeDelay, ShieldRechargeRate, NextExp, MasterExp,
PlayerStat
- MovementSpeedOnIdle, MovementSpeedOnAiming, MovementSpeedOnShooting, MovementSpeedOnRunning, JumpHeight, SpringArmDistanceOnIdle, SpringArmDistanceOnAiming, GrapplingHookDistance
- CharacterName
Monster
Monster Data Table
- Level, MaxHP, MaxShield, ShieldRechargeRate, ShieldRechargeDelay, Defense, DropExp
Monster Stat
- Monster Data Table
- DetectitonRange, AttackType, AttackRange, MovementSpeed, AttackRate
- To ADD
- MonsterType, Name, MonsterRank,
Player Data To Save
- Level
- Exp
- Resource
- Equipment
Weapon Data
- MaxRange, BulletDamage, FireRate, CriticalHitChance, CriticalHitMultiplier, DamageReduceDistance, ReloadTime, BulletsPerCatridge, MagazineCapacity
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attack)
float MaxRange = 10000.f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float BulletDamage = 50.f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float FireRate = 500.f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float CriticalHitChance = 0.03f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float CriticalHitMultiplier = 1.5f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float DamageReduceDistance = 1000.f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
float ReloadTime = 5.f;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
int32 BulletsPerCatridge = 1;
UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
int32 MagazineCapacity = 20;
Resource Data
- MaxRifleAmmo, MaxPistolAmmo, MaxShotgunAmmo, CurrentRifleAmmo, CurrentPistolAmmo, CurrentShotgunAmmo, RoundsRemaining
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 MaxRifleAmmo = 1000;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 MaxPistolAmmo = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 MaxShotgunAmmo = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 CurrentRifleAmmo = 1000;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 CurrentPistolAmmo = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 CurrentShotgunAmmo = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
int32 RoundsRemaining = 0;
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