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https://github.com/ApfelTeeSaft/UnrealEvent.git
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66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "Engine/EngineTypes.h"
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#include "FortRewardInfo.h"
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#include "EFortItemCardSize.h"
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#include "FortCollectionBookRewardCardWidget.generated.h"
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class UFortItem;
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class UFortMultiSizeItemCard;
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class UWidget;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UFortCollectionBookRewardCardWidget : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDisplayedItemChangedEvent, UFortItem*, DisplayedItem);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnDisplayedItemChangedEvent OnDisplayedItemChangedEvent;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortMultiSizeItemCard* ItemCardWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidget* MultiItemRewardOverlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidget* ChoiceRewardOverlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidget* CheckmarkImage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpdateCardInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortItemCardSize ItemCardSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bDisplayAsRewardCard;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FFortRewardInfo RepresentedRewards;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UFortItem*> DummyItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FTimerHandle UpdateCardTimer;
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public:
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UFortCollectionBookRewardCardWidget();
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UFUNCTION(BlueprintCallable)
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void SetRewards(const FFortRewardInfo& Rewards);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasRewards() const;
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UFUNCTION(BlueprintCallable)
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void ClearRewards();
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};
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