using CUE4Parse.UE4.Objects.Core.i18N;
using CUE4Parse.UE4.Objects.UObject;

public enum EItemAvailability : byte
{
    Available,
    Disabled,
    Retired
}

public enum EInventoryItemType : byte
{
    None = 0,
    Item,
    ItemAddOn,
    CamperPerk,
    Power,
    PowerAddOn,
    SlasherPerk,
    Favor,
    Customization,
    IridescentShardsPack,
    AuricCellsPack,
    BloodpointsPack,
    FreeTicket,
    Skill,
    CharacterClass,
    Chest,
    SuperChest,
    EntityBox,
    Count
}

public enum ECustomizationCategory : byte
{
    None,
    SurvivorHead,
    SurvivorTorso,
    SurvivorLegs,
    KillerHead,
    KillerBody,
    KillerWeapon,
    Outfits,
    Charm,
    Badge,
    Banner,
    PortraitBackground
}

public enum EPlayerRole : byte
{
    VE_None,
    VE_Slasher,
    VE_Camper,
    VE_Observer
}

public struct AvailabilityStruct
{
    public EItemAvailability itemAvailability;
    public string DLCId;
    public string[] AdditionalDlcIds;
    //public Int32 CloudInventoryId;
    public string CommunityId;
    public bool _isLicensed;
}

public struct UIDataStruct
{
    public FText DisplayName;
    public FText Description;
    public FText GameplayText;
    public FText FlavorText;
    public FText InGameDescription;
    public int AssociatedCharacterIndex;
    public FSoftObjectPath[] IconAssetList;
}