Files
UnrealEvent/Project/Source/FortniteGame/Public/FortPlayerControllerDeployableBase.h
2026-04-22 15:51:07 +02:00

61 lines
2.2 KiB
C++

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