mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "EFortItemCardSize.h"
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#include "FortCollectionBookSlotWidget.generated.h"
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class UFortAccountItem;
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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 UFortCollectionBookSlotWidget : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFortCollectionBookSlottedItemUpdatedDelegate);
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protected:
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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 bIsRewardCard;
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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* UnslottedOverlayWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidget* ReadyToSlotOverlayWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidget* UnslottedButReadyOverlayWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FName SlotRowName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ItemAvailableToSlotText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText NoItemsAvailableToSlotText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText HigherQualityItemsAvailableToSlotAndUpgradeAvailableText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText HigherQualityItemsAvailableToSlotAndEvolveAvailableText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText HigherQualityItemsAvailableToSlotText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ItemInSlotFullyUpgradedText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ItemInSlotCanBeUpgradedText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ItemInSlotCanBeEvolvedText;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortItem* SlottedItemRepresentation;
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public:
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UFortCollectionBookSlotWidget();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnUnslotItemComplete(const UFortAccountItem* UnslottedItem, const UFortAccountItem* OldItem, FName SlotId);
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UFUNCTION(BlueprintCallable)
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void OnSlottedItemOperationComplete(const UFortAccountItem* ItemSlotted, FName SlotId);
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private:
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UFUNCTION(BlueprintCallable)
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void OnItemDestroyed();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnItemCardUpdated();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsItemSlotted() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasItemsToSlot() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortItem* GetSlottedItemRepresentation() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FName GetSlotRowName() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetNumItemsToSlot() const;
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};
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