mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
87 lines
3.2 KiB
C++
87 lines
3.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "BlueprintContextBase.h"
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#include "ETutorialType.h"
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#include "FortClientAnnouncementData_Tutorial.h"
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#include "OnNewClientAnnouncementOnClientDelegateDelegate.h"
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#include "FortUITutorialData.h"
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#include "UpdateTutorialAnnouncementDelegateDelegate.h"
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#include "FortTutorialContext.generated.h"
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class AFortClientAnnouncement;
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class UFortQuestItem;
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UCLASS(Blueprintable, NonTransient)
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class FORTNITEUI_API UFortTutorialContext : public UBlueprintContextBase {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUpdateTutorialAnnouncementDelegate OnUpdateTutorialAnnouncement;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnNewClientAnnouncementOnClientDelegate OnNewAnnouncementStartedOnClientDelegate;
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UFortTutorialContext();
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UFUNCTION(BlueprintCallable)
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void UpdateTutorialAnnouncement(FFortClientAnnouncementData_Tutorial AnnouncementData, bool bShow);
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UFUNCTION(BlueprintCallable)
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void UnhideTutorialCallout(FName WidgetName, FName TutorialQuestObjectiveName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable)
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void UnhideAllTutorialCallouts();
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UFUNCTION(BlueprintCallable)
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void TryClearingPendingQuest(UFortQuestItem* Quest);
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UFUNCTION(BlueprintCallable)
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void StartTutorial(FName WidgetName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable)
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void SkipTutorial();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ShouldPromptToSkipTutorial() const;
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UFUNCTION(BlueprintCallable)
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void OnNewAnnouncementStartedOnClient(AFortClientAnnouncement* NewAnnouncement);
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UFUNCTION(BlueprintCallable)
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bool IsTutorialCalloutVisible(FName WidgetName);
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UFUNCTION(BlueprintCallable)
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bool IsObjectiveNextTutorialObjective(UFortQuestItem* Quest, FName TutorialObjectiveName);
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UFUNCTION(BlueprintCallable)
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void HideTutorialCallout(FName WidgetName, FName TutorialQuestObjectiveName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetTutorialData(const FName& TutorialObjectiveName, FFortUITutorialData& OutTutorialData) const;
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UFUNCTION(BlueprintCallable)
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void GetTutorialCallouts(TArray<FName>& WidgetNames);
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UFUNCTION(BlueprintCallable)
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void GetHiddenTutorialCallouts(TArray<FName>& WidgetNames);
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UFUNCTION(BlueprintCallable)
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void FinishTutorial(UFortQuestItem* Quest, FName WidgetName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable)
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void EnableTutorialCallout(FName WidgetName, FName TutorialQuestObjectiveName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable)
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void DisableTutorialCallout(FName WidgetName, FName TutorialQuestObjectiveName, ETutorialType TutorialType);
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UFUNCTION(BlueprintCallable)
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void ContinueTutorial();
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UFUNCTION(BlueprintCallable)
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void ClearTutorialCallouts();
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UFUNCTION(BlueprintCallable)
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bool CanStartTutorial(UFortQuestItem* Quest, FName WidgetName, ETutorialType TutorialType);
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};
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