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

66 lines
2.2 KiB
C++

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