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https://github.com/ApfelTeeSaft/UnrealEvent.git
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76 lines
2.7 KiB
C++
76 lines
2.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "FortMiniMapData.h"
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#include "FortVisibilityComponent.h"
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#include "FortMiniMapComponent.generated.h"
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class UFortMiniMapIndicator;
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class UTexture2D;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FORTNITEGAME_API UFortMiniMapComponent : public UFortVisibilityComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, ReplicatedUsing=OnRep_MiniMapData, meta=(AllowPrivateAccess=true))
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FFortMiniMapData MiniMapData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UTexture2D* LocalMinimapIconOverride;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFortMiniMapIndicator> MinimapIndicator;
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public:
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UFortMiniMapComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetupMiniMapComponent(UTexture2D* MiniMapIcon, FLinearColor IconColor, FLinearColor PulseColor, float ColorPulsesPerSecond, float SizePulsesPerSecond);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMinimapViewableDistance(float ViewDistance);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapLocationOffset(const FVector& LocationOffset);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIndicatorIsVisibleOnMiniMap(bool bVisibleOnMiniMap);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIndicatorIsVisible(bool bVisible);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIconSizePulsesPerSecond(float SizePulsesPerSecond);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIconScale(const FVector2D& IconScale);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIconPulseColor(FLinearColor PulseColor);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIconColorPulsesPerSecond(float ColorPulsesPerSecond);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIconColor(FLinearColor InColor);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetMiniMapIcon(UTexture2D* MiniMapIcon);
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UFUNCTION(BlueprintCallable)
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void OverrideLocalMiniMapIndicatorIsVisible(bool bVisible);
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UFUNCTION(BlueprintCallable)
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void OverrideLocalMiniMapIcon(UTexture2D* MiniMapIcon);
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private:
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UFUNCTION(BlueprintCallable)
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void OnRep_MiniMapData();
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};
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