Shop
UENUM(BlueprintType)
enum class EUnlockableCategories : uint8 {
CarPaint UMETA(DisplayName = "Car Paint"),
CarDetails UMETA(DisplayName = "Car Details"),
Hats UMETA(DisplayName = "Hats"),
Windshield UMETA(DisplayName = "Windshield"),
FrontBumper UMETA(DisplayName = "Front Bumper"),
//BackBumper UMETA(DisplayName = "Back Bumper")
Boot UMETA(DisplayName = "Boot")
};
USTRUCT(BlueprintType)
struct FUnlockableStats : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
FString UnlockableName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
EUnlockableCategories UnlockableCategories;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
float Cost;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableRequirements")
UTexture2D* Unlockable_UI_Image;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarDetails"))
UTexture2D* Detail;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::Hats || UnlockableCategories == EUnlockableCategories::FrontBumper || UnlockableCategories == EUnlockableCategories::Boot || UnlockableCategories == EUnlockableCategories::Windshield"))
UStaticMesh* Model;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarPaint"))
FLinearColor PrimaryColour;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableInfomation", meta = (EditCondition = "UnlockableCategories == EUnlockableCategories::CarPaint"))
FLinearColor DetailColour;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableShopDetails")
bool bIsBought;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnlockableShopDetails")
bool bIsEquipped;

