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