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https://github.com/ApfelTeeSaft/UnrealEvent.git
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59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "FortRewardInfo.h"
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#include "Components/SlateWrapperTypes.h"
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#include "ECollectionBookRewardStatus.h"
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#include "FortCollectionBookGenericRewardWidget.generated.h"
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class UFortCollectionBookRewardCardWidget;
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class UFortItem;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UFortCollectionBookGenericRewardWidget : 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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uint8 bUpdateVisibilityBasedOnRewardExistence: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ESlateVisibility VisibilityWhenNoRewardSpecified;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ESlateVisibility VisibilityWhenRewardSpecified;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortCollectionBookRewardCardWidget* RewardCardWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECollectionBookRewardStatus RewardStatus;
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public:
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UFortCollectionBookGenericRewardWidget();
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UFUNCTION(BlueprintCallable)
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void SetRewardStatus(ECollectionBookRewardStatus Status);
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UFUNCTION(BlueprintCallable)
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void SetRewards(const FFortRewardInfo& Rewards);
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protected:
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UFUNCTION(BlueprintCallable)
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void SetCurrentItemToDisplay(UFortItem* ItemToDisplay);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void OnRewardStatusChanged(ECollectionBookRewardStatus NewStatus);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasRewards() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ECollectionBookRewardStatus GetRewardStatus() const;
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UFUNCTION(BlueprintCallable)
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void ClearRewards();
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};
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