Files
2026-04-22 15:51:07 +02:00

39 lines
2.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GameFramework/OnlineReplStructs.h"
#include "FortTierCollectionLayoutOutput.h"
#include "FortDeployableBaseAnalytics.generated.h"
class ADeployableBaseCore;
class AFortPlayerController;
UCLASS(Blueprintable)
class FORTNITEGAME_API UFortDeployableBaseAnalytics : public UBlueprintFunctionLibrary {
GENERATED_BODY()
public:
UFortDeployableBaseAnalytics();
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_Neighborhood_ConsoleOpened(AFortPlayerController* FortPC, const FUniqueNetIdRepl& OwnerId);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_WaveStarted(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<ADeployableBaseCore*>& TargetCores, const TArray<ADeployableBaseCore*>& AllCores, const FFortTierCollectionLayoutOutput& CollectionData);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_WaveFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<ADeployableBaseCore*>& TargetCores, const TArray<ADeployableBaseCore*>& AllCores, const FFortTierCollectionLayoutOutput& CollectionData);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_TierStarted(AFortPlayerController* FortPC, int32 Tier, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_TierFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_TierCompleted(AFortPlayerController* FortPC, int32 Tier, int32 FinalWave, int32 NumberOfPlayers, const TArray<ADeployableBaseCore*>& TargetCores, const TArray<ADeployableBaseCore*>& AllCores, const FFortTierCollectionLayoutOutput& CollectionData);
UFUNCTION(BlueprintCallable)
static void FireAnalyticsEvent_CombatZone_ConsoleOpened(AFortPlayerController* FortPC);
};