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https://github.com/ApfelTeeSaft/UnrealEvent.git
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48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortItemTileButton.h"
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#include "FortRotatingItemTileButton.generated.h"
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class UFortItem;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UFortRotatingItemTileButton : public UFortItemTileButton {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenRotations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bNeedsItemRotateAnimation;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFortItem*> ItemsToRotate;
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public:
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UFortRotatingItemTileButton();
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UFUNCTION(BlueprintCallable)
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void StopRotating();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void StopPlayingRotateItemAnimation();
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UFUNCTION(BlueprintCallable)
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void StartRotating();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void StartPlayingRotateItemAnimation();
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UFUNCTION(BlueprintCallable)
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void SetTimeBeweenRotations(float InTimeBetweenRotations);
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UFUNCTION(BlueprintCallable)
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void SetNeedsItemRotateAnimation(bool InNeedsItemRotationAnimation);
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UFUNCTION(BlueprintCallable)
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void RotateToNextItem();
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};
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