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https://github.com/ApfelTeeSaft/UnrealEvent.git
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54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/EngineTypes.h"
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#include "EAthenaGamePhase.h"
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#include "EAthenaGamePhaseStep.h"
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#include "FortHUDElementWidget.h"
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#include "AthenaTimeWidgetBase.generated.h"
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class UTextBlock;
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UCLASS(Blueprintable, EditInlineNew)
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class UAthenaTimeWidgetBase : public UFortHUDElementWidget {
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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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bool bIsDisplaying;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float CachedFinalCountdownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FTimerHandle UpdateTimerHandle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UTextBlock* TimeText;
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public:
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UAthenaTimeWidgetBase();
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protected:
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UFUNCTION(BlueprintCallable)
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void UpdateTimeText();
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UFUNCTION(BlueprintCallable)
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void StopTimeDisplay();
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UFUNCTION(BlueprintCallable)
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void StartTimeDisplay();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnStopTimeDisplay();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnStartTimeDisplay();
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UFUNCTION(BlueprintCallable)
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void OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep);
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UFUNCTION(BlueprintCallable)
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void HandleGamePhaseChanged(EAthenaGamePhase GamePhase);
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};
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