text: /*=================================================
  * FileName: TimeData.h
  *
  * Created by: DotCam
  * Project name: OceanProject
  * Unreal Engine version: 4.9
  * Created on: 2015/07/29
  *
  * Last Edited on: 2016/06/05
  * Last Edited by: DotCam
  *
  * -------------------------------------------------
  * For parts referencing UE4 code, the following copyright applies:
  * Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
  *
  * Feel free to use this software in any commercial/free game.
  * Selling this as a plugin/item, in whole or part, is not allowed.
  * See "OceanProject\License.md" for full licensing details.
  * =================================================*/
  
  
  
  #pragma once
  
  #include "OceanPluginPrivatePCH.h"
  #include "Runtime/Core/Public/Misc/DateTime.h"
  #include "TimeDate.generated.h"
  
  
  USTRUCT(BlueprintType)
  struct FTimeDate
      {
  	GENERATED_USTRUCT_BODY()
  
  		// Default constructor
  	FTimeDate() { FTimeDate(0, 0, 0, 0, 0, 0, 0); }
  
  	// Copy Constructor
  	//FTimeDate(FTimeDate& time) { FTimeDate(time.Year, time.Month, time.Day, time.Hour, time.Minute, time.Second, time.Millisecond); }
  
  	// Date values only constructor
  	FTimeDate(int32 year, int32 month, int32 day) { FDateTime(year, month, day, 0, 0, 0, 0); }
  
  	// Fully initialized constructor
  	FTimeDate(int32 year, int32 month, int32 day, int32 hour, int32 minute, int32 second, int32 millisecond)
  	    {
  		Year = year; Month = month; Day = day; Hour = hour; Minute = minute; Second = second; Millisecond = millisecond;
  	    }
  
  	// The millisecond value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Millisecond;
  
  	// The second value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Second;
  
  	// The minute value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Minute;
  
  	// The hour value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Hour;
  
  	// The day value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Day;
  
  	// The month value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Month;
  
  	// The year value for this time and date.
  	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Time")
  	int32 Year;
  
  
  	// The following functions are only used in code.
  
  
  
  	// 
  	// 	bool IsEqual(const FTimeDate& other) const
  	// 		{
  	// 		return (Year == other.Year) && (Month == other.Month) && (Day == other.Day) &&
  	// 			(Hour == other.Hour) && (Minute == other.Minute) && (Second == other.Second);
  	// 		}
  	// 
  	// 	bool operator==(const FTimeDate& other) const
  	// 		{
  	// 		return IsEqual(other);
  	// 		}
  	// 
  	// 	bool operator!=(const FTimeDate& other) const
  	// 		{
  	// 		return !IsEqual(other);
  	// 		}
  	// 
  	// 	bool operator>(const FTimeDate& other) const
  	// 		{
  	// 		return (Year > other.Year) || (Month > other.Month) || (Day > other.Day) ||
  	// 			(Hour > other.Hour) || (Minute > other.Minute) || (Second > other.Second);
  	// 		}
  	// 
  	// 	bool operator>=(const FTimeDate& other) const
  	// 		{
  	// 		return IsEqual(other) || (Year > other.Year) || (Month > other.Month) || (Day > other.Day) ||
  	// 			(Hour > other.Hour) || (Minute > other.Minute) || (Second > other.Second);
  	// 		}
  	// 
  	// 	bool operator<(const FTimeDate& other) const
  	// 		{
  	// 		return (Year < other.Year) || (Month < other.Month) || (Day < other.Day) ||
  	// 			(Hour < other.Hour) || (Minute < other.Minute) || (Second < other.Second);
  	// 		}
  	// 
  	// 	bool operator<=(const FTimeDate& other) const
  	// 		{
  	// 		return IsEqual(other) || (Year < other.Year) || (Month < other.Month) || (Day < other.Day) ||
  	// 			(Hour < other.Hour) || (Minute < other.Minute) || (Second < other.Second);
  	// 		}
  };
  
  
  