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asset CardSettings;

[ExcludeFromPrototype]
component CardManager
{
	Byte           EmptySlots;
	Byte           QueueHeadIndex;
	Byte           QueueTailIndex;
	FP             CurrentEnergy;
	FP             EnergyFillRate;
	FP             MaxEnergy;
	FP             NextFillTime;
	list<CardInfo> CardQueue;
	list<CardInfo> AvailableCards;
}

struct CardInfo
{
	AssetRefCardSettings CardSettings;
	Byte                 Level;
}

[PreserveInPrototype]
enum ERarity : byte
{
	Common,
	Uncommon,
	Rare,
	Epic,
	Legendary,
}

synced event CardsChanged
{
	EntityRef Entity;
}