User Interface

Artificial Intelligence

AI Car Controller

AI Car

Traffic System

Shop

1UENUM(BlueprintType)
2enum class EUnlockableCategories : uint8 {
3
4	CarPaint UMETA(DisplayName = "Car Paint"),
5	CarDetails UMETA(DisplayName = "Car Details"),
6	Hats UMETA(DisplayName = "Hats"),
7	Windshield UMETA(DisplayName = "Windshield"),
8	FrontBumper UMETA(DisplayName = "Front Bumper"),
9	//BackBumper UMETA(DisplayName = "Back Bumper")
10	Boot UMETA(DisplayName = "Boot")
11};
12
13USTRUCT(BlueprintType)
14struct FUnlockableStats : public FTableRowBase
15{
16	GENERATED_BODY()
17
18public:
19	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
20	FString UnlockableName;
21
22	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
23	EUnlockableCategories UnlockableCategories;
24
25	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
26	float Cost;
27
28	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
29	UTexture2D* Unlockable_UI_Image;
30
31
32	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarDetails"))
33	UTexture2D* Detail;
34
35	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::Hats || UnlockableCategories == EUnlockableCategories::FrontBumper || UnlockableCategories == EUnlockableCategories::Boot || UnlockableCategories == EUnlockableCategories::Windshield"))
36	UStaticMesh* Model;
37
38	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarPaint"))
39	FLinearColor PrimaryColour;
40
41	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarPaint"))
42	FLinearColor DetailColour;
43
44
45	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableShopDetails")
46	bool bIsBought;
47
48	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableShopDetails")
49	bool bIsEquipped;