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https://github.com/ApfelTeeSaft/UnrealEvent.git
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47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "ESpectatorBuildCountType.h"
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#include "Templates/SubclassOf.h"
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#include "AthenaSpectatorBuildCountBase.generated.h"
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class ABuildingSMActor;
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class AFortPlayerControllerSpectating;
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class AFortPlayerState;
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class UFortWorldItem;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UAthenaSpectatorBuildCountBase : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ABuildingSMActor> BuildingClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ESpectatorBuildCountType BuildCountType;
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public:
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UAthenaSpectatorBuildCountBase();
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private:
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UFUNCTION(BlueprintCallable)
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void UpdateBuildCount();
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UFUNCTION(BlueprintCallable)
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void OnWorldItemListChanged(const TArray<UFortWorldItem*>& ItemsAdded, const TArray<UFortWorldItem*>& ItemsRemoved);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnFollowedPlayerChanged_BP();
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private:
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UFUNCTION(BlueprintCallable)
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void OnFollowedPlayerChanged(AFortPlayerControllerSpectating* SpectatingPC, AFortPlayerState* NewFollowedPlayer);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBuildCountChanged(int32 OldCount, int32 NewCount);
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};
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