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https://github.com/ApfelTeeSaft/UnrealEvent.git
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45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonActivatablePanel.h"
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#include "ESubGame.h"
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#include "EFortSubgameSelectOption.h"
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#include "OnRedeemCodeFlowCompleteDelegate.h"
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#include "FortSubGameSelectBase.generated.h"
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class UTexture2D;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UFortSubGameSelectBase : public UCommonActivatablePanel {
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GENERATED_BODY()
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public:
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UFortSubGameSelectBase();
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UFUNCTION(BlueprintCallable)
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void ShowRedeemCodeScreen(const ESubGame SubGame, const FOnRedeemCodeFlowComplete& CompletionDelegate);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnSubGameImageLoadedFromCMS(const EFortSubgameSelectOption SubGameOption, UTexture2D* Image);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsSubGameOptionVisible(EFortSubgameSelectOption SubGameOption) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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void GetUpsellStorefrontNames(const ESubGame SubGame, TArray<FString>& OutStorefrontNames) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ESubGame GetSubGameBySubGameSelectOption(EFortSubgameSelectOption SubGameOption) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetShortDescription(EFortSubgameSelectOption SubGameOption, FText& ShortDescription) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsOnSale(EFortSubgameSelectOption SubGameOption) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetFullDescription(EFortSubgameSelectOption SubGameOption, FText& FullDescription) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool CheckRewardRate() const;
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};
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