mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
74 lines
4.2 KiB
C++
74 lines
4.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "ActiveGameplayModifierHandle.h"
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#include "EFortCompletionResult.h"
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#include "EHordeTierStartStatus.h"
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#include "FortTierCollectionLayoutOutput.h"
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#include "GameDifficultyInfo.h"
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#include "TieredModifierSetData.h"
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#include "FortDeployableBaseLibrary.generated.h"
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class ADeployableBaseCore;
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class AFortMission;
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class AFortPlayerController;
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class UFortTieredCollectionLayout;
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class UFortWorldItemDefinition;
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortDeployableBaseLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UFortDeployableBaseLibrary();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void UpdateDeployableBaseTierProgressionForPlayers(UObject* WorldContextObject, const UFortTieredCollectionLayout* CollectionLayout, int32 TierDefeated);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetupDeployableBaseCombatZoneInventoriesOnPlayers(UObject* WorldContextObject, const TArray<FName>& TierGroups, const TArray<AFortPlayerController*>& PlayerControllers);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetDeployableBaseMatchJoinability(UObject* WorldContextObject, bool bMatchJoinable);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ResetDeployableBaseHordePlayerInventories(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void OnPreHordeTierStart(UObject* WorldContextObject, int32 Tier, int32 ModifierRRVSeed);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool IsWorldItemDefValidToPersistForDeployableBasePlayerInventory(const UFortWorldItemDefinition* ItemDefinition);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GrantPlayersCompletedWaveRewards(UObject* WorldContextObject, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<ADeployableBaseCore*>& TargetCores, const TArray<ADeployableBaseCore*>& AllCores, const FFortTierCollectionLayoutOutput& CollectionData, const TArray<FName>& TierGroups);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
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static void GetTieredModifierSet(FName TieredModifierSetName, TArray<FTieredModifierSetData>& OutModifierSetData);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static AFortMission* GetPrimaryHordeMission(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static EHordeTierStartStatus GetHordeTierStartStatus(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable)
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static FGameDifficultyInfo GetGameDifficultyInfo(const FName& RowName);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ForceRestartDeployableBasePlayers(UObject* WorldContextObject, bool bRestartInvulnerable);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ForceDeployableBaseHordePlayersToResetAndRespawn(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ForceClearAllDefenders(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void BroadcastHordeTierComplete(UObject* WorldContextObject, EFortCompletionResult Result);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ApplyTieredModifierSet(UObject* WorldContextObject, const TArray<FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<FActiveGameplayModifierHandle>& OutAppliedModifiers);
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};
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