mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonActivatablePanel.h"
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#include "FortDefenderConfigPanel.generated.h"
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class ABuildingTrapDefender;
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class AFortAIPawn;
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class UFortItem;
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class UFortSchematicItemDefinition;
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class UFortWorldItem;
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class UFortWorldItemDefinition;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortDefenderConfigPanel : public UCommonActivatablePanel {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFortItem> SelectedDefenderItem;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFortItem> SelectedWeaponItem;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFortItem> SelectedAmmoItem;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SelectedAmmoQuantity;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<ABuildingTrapDefender> DefenderTrap;
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public:
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UFortDefenderConfigPanel();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool UnsummonDefender() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool SpawnDefender() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsWeaponSelectionValid() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasWeaponForSelectedDefender() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasAnyDefenders() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortSchematicItemDefinition* GetSourceSchematic(const UFortWorldItemDefinition* ItemDefUsedForCrafting) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortAIPawn* GetSelectedDefenderPawn() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortWorldItem* GetDefenderPawnWeaponItem(const AFortAIPawn* DefenderPawn) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortWorldItemDefinition* GetCompatibleAmmoDef() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortWorldItem* GetCompatibleAmmo() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetAmmoCountFromPlayer(const UFortWorldItemDefinition* AmmoItemDef) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetAmmoCountFromDefender(const UFortWorldItemDefinition* AmmoItemDef) const;
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};
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