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37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Templates/SubclassOf.h"
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#include "BattleMapNode.generated.h"
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class ABattleMapEdge;
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class ABattleMapNode;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API ABattleMapNode : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ABattleMapEdge> EdgeClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ABattleMapNode> ChildrenNodeClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bEnableAutomaticResize;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<ABattleMapNode>> PreviousNodes;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<TWeakObjectPtr<ABattleMapNode>, ABattleMapEdge*> NextNodes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<ABattleMapNode*, ABattleMapEdge*> ChildrenNodes;
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public:
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ABattleMapNode();
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};
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