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

76 lines
2.7 KiB
C++

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