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

85 lines
3.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AthenaEventScreenBase.h"
#include "AthenaEventMatchStatusScreenBase.generated.h"
class UAthenaRemotePlayerViewData;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaEventMatchStatusScreenBase : public UAthenaEventScreenBase {
GENERATED_BODY()
public:
UAthenaEventMatchStatusScreenBase();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateTimeSinceLastKillText(const FText& TimeSinceLastKillText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateSupplyDropsLootedText(const FText& SupplyDropsLootedText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateShotsFiredText(const FText& ShotsFiredText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdatePlayersRemainingText(const FText& PlayersRemainingText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdatePiecesDestroyedText(const FText& PiecesDestroyedText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdatePiecesBuiltText(const FText& PiecesBuiltText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateMostKillsText(const FText& MostKillsText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateMostKillsScore(const FText& MostKillsScore);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateMatchTimeText(const FText& MatchTimeText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateLongestEliminationText(const FText& LongestEliminationText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateLongestEliminationScore(const FText& LongestEliminationScore);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateGamePhaseTimeTitleText(const FText& GamePhaseTimeTitleText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateGamePhaseTimeText(const FText& GamePhaseTimeText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateGamePhaseText(const FText& GamePhaseText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateFastestKillText(const FText& FastestKillText, const FText& FastestKillTime);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateDamageTakenText(const FText& DamageTakenText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateDamageInflictedText(const FText& DamageInflictedText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateDamageHealedText(const FText& DamageHealedText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateCircleRadiusText(const FText& CircleRadiusText);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateChestsLootedText(const FText& ChestsLootedText);
UFUNCTION(BlueprintCallable)
void OnPlayerKillScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InKillScore);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerDeadStateChanged_BP(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
UFUNCTION(BlueprintCallable)
void OnPlayerDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
};