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https://github.com/ApfelTeeSaft/UnrealEvent.git
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63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortQuestMapPage.h"
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#include "Blueprint/UserWidget.h"
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#include "FortQuestMapNodeLayout.generated.h"
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class UCommonButton;
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class UCommonButtonGroup;
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class UFortQuestMapScreen;
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class UPanelWidget;
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class USizeBox;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UFortQuestMapNodeLayout : public UUserWidget {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCommonButton* ButtonPrevious;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCommonButton* ButtonNext;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USizeBox* StartArrow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USizeBox* EndArrow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPanelWidget* LayoutPanel;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCommonButtonGroup* QuestButtonGroup;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortQuestMapScreen* ParentScreen;
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public:
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UFortQuestMapNodeLayout();
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UFUNCTION(BlueprintCallable)
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void SetParentScreen(UFortQuestMapScreen* Parent);
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UFUNCTION(BlueprintCallable)
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void SetLayoutPanel(UPanelWidget* Value);
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private:
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UFUNCTION(BlueprintCallable)
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void HandleQuestIndexSelectionModelIndexChanged();
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UFUNCTION(BlueprintCallable)
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void HandleQuestButtonSelected(UCommonButton* SelectedQuestButton, int32 ButtonIndex);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FFortQuestMapPage GetQuestPageData() const;
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UFUNCTION(BlueprintCallable)
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void DisposeLayout();
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};
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