mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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61 lines
2.2 KiB
C++
61 lines
2.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "EFortCompletionResult.h"
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#include "FortPlayerControllerPvE.h"
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#include "ItemAndCount.h"
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#include "FortPlayerControllerDeployableBase.generated.h"
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class ADeployableBasePlot;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortPlayerControllerDeployableBase : public AFortPlayerControllerPvE {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADeployableBasePlot* CurrentPlot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADeployableBasePlot* PreviousPlot;
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public:
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AFortPlayerControllerDeployableBase();
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerMoveItemToDeployableBase(const FGuid& ItemOnPlayer, const int32 Count, const ADeployableBasePlot* ExpectedPlot);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerMoveItemFromDeployableBase(const FGuid& ItemOnPlot, const int32 Count, const ADeployableBasePlot* ExpectedPlot);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerMoveAllItemsToDeployableBase(const ADeployableBasePlot* ExpectedPlot);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerMoveAllItemsFromDeployableBase(const ADeployableBasePlot* ExpectedPlot);
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public:
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UFUNCTION(BlueprintCallable)
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void MoveItemToDeployableBase(const FGuid& ItemOnPlayer, const int32 Count);
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UFUNCTION(BlueprintCallable)
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void MoveItemFromDeployableBase(const FGuid& ItemOnPlot, const int32 Count);
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UFUNCTION(BlueprintCallable)
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void MoveAllItemsToDeployableBase();
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UFUNCTION(BlueprintCallable)
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void MoveAllItemsFromDeployableBase();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnHordeWaveComplete(const int32 Wave, const TArray<FItemAndCount>& Rewards);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnHordeTierInitialized(const TArray<FItemAndCount>& Items);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnHordeTierComplete(EFortCompletionResult Result);
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};
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