#pragma once #include "CoreMinimal.h" #include "DamageType/BaseAttack.h" UENUM(BlueprintType) enum class CharacterType : uint8 { Lukriel, Allium, Riana, Lb, SIZE }; /*UENUM »ç¿ë¹ý if (const UEnum* CharStateEnum = FindObject(ANY_PACKAGE, TEXT("CharacterType"), true)) { UE_LOG(LogTemp, Warning, TEXT("%s"), *CharStateEnum->GetNameByValue((uint8)Type).ToString()); } */ UENUM(BlueprintType) enum class TeamType : uint8 { Null, Neutral, Black, White }; UENUM(BlueprintType) enum class CooldownType : uint8 { Skill1, Skill2, Skill3, Skill4Started, Skill4Triggered, Skill4Comlpleted, RuneSpell1, RuneSpell2, Ward, Bomb, Move, Attack, SIZE }; enum class CCType : uint32 { None = 0x00000000, Slow = 0x00000001, Cripple = 0x00000002, Silence = 0x00000004, Blind = 0x00000008, BlockedSight = 0x00000010, Grounding = 0x00000020, Polymorph = 0x00000040, Disarmed = 0x00000080, Kinematic = 0x00000100, Knockdown = 0x00000200, Root = 0x00000400, Stun = 0x00000800, Airbone = 0x00001000, Knockback = 0x00002000, Grab = 0x00004000, Suspension = 0x00008000, Taunt = 0x00010000, Charm = 0x00020000, Flee = 0x00040000, Suppressed = 0x00080000, Banishment = 0x00100000, Sleep = 0x00200000 }; UENUM(BlueprintType) enum class ECharacterState : uint8 { Idle, Moving, Attack, Dead, SIZE }; struct FUniqueObjectID { double ConstructTime; int32 RandomUniqueNumber; }; UENUM(BlueprintType) enum class EStats : uint8 { currentExp, MaxExp, Level, Health, HPRegeneration, HealAndShieldpower, Armor, MaxHealth, MagicResistance, MaxMana, Tenacity, SlowRisist, AttackSpeed, AttackSpeedBuff, AttackDamage, AttackDamageBuff, AbilityPower, AbilityPowerBuff, CriticalStrikeChance, CriticalStrikeDamage, ArmorPenetration, MagicPenetration, LifeSteal, PhysicalVamp, Omnivamp, AbilityHaste, Mana, ManaRegeneration, Energy, EnergyRegeneration, AttackRange, MovementSpeed, MovementSpeedBuff, GoldGeneration, AttackDamageGrowth, AttackSpeedGrowth, ArmorGrowth, MagicResistanceGrowth, HealthGrowth, HealthRegenerationGrowth, ManaGrowth, ManaRegenerationGrowth, Movable, Skillusable, Attackable, charging, Skill1Cost, Skill2Cost, Skill3Cost, Skill4Cost, Skill1Level, Skill2Level, Skill3Level, Skill4Level, SIZE, };