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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UnitInfo.h"
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#include "PartyMember.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable, BlueprintType)
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class SPACEBATTLER_API UPartyMember : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn=true))
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UUnitInfo* UnitInfo;
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UFUNCTION(BlueprintCallable)
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void AddToParty();
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UFUNCTION(BlueprintCallable)
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int32 GetAvailable();
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UFUNCTION(BlueprintCallable)
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int32 GetAllocated();
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UFUNCTION(BlueprintCallable)
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int32 AllocateMember();
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UFUNCTION(BlueprintCallable)
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int32 DeallocateMember();
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UFUNCTION(BlueprintCallable)
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int32 SetAllocation(int32 Amount);
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protected:
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UPROPERTY(BlueprintReadOnly)
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int32 Available = 0;
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UPROPERTY(BlueprintReadOnly)
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int32 Allocated = 0;
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};
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