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