Files
2026-04-22 15:51:07 +02:00

75 lines
2.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortUIStateWidget_NUI.h"
#include "OnCrossplayWidgetClosedDelegate.h"
#include "Templates/SubclassOf.h"
#include "FortUIStateWidget_Frontend.generated.h"
class UEnableMultiFactorModal;
class UFortGiftBoxItem;
class UFortItemReceivedScreen;
UCLASS(Blueprintable, EditInlineNew)
class UFortUIStateWidget_Frontend : public UFortUIStateWidget_NUI {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCrossplayWidgetClosed OnCrossplayWidgetClosed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bVideoActive;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortGiftBoxItem* NextGiftBox;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UFortItemReceivedScreen> ItemReceivedScreenClass;
public:
UFortUIStateWidget_Frontend();
private:
UFUNCTION(BlueprintCallable)
void TryMFAModal(TSubclassOf<UEnableMultiFactorModal> BPClass);
protected:
UFUNCTION(BlueprintCallable)
bool ShowInitialCrossplayDialog();
UFUNCTION(BlueprintCallable)
void SetVideoActive(bool bActive);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnMatchmakingV2Changed(bool matchmakingActive);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool NeedSeeTrailerMovie(bool bAllowUpdate) const;
UFUNCTION(BlueprintCallable)
void MarkTrailerMovieSeenByIndex(int32 IndexOfMovieToMarkSeen);
UFUNCTION(BlueprintCallable)
bool IsOkToCheckForGifts(bool& bTemporary);
UFUNCTION(BlueprintCallable)
void HandleGiftingComplete();
UFUNCTION(BlueprintCallable)
void HandleGiftBoxRemoved(bool bSuccess);
UFUNCTION(BlueprintCallable, BlueprintPure=false)
bool GetTrailerMovieIndexThatNeedsToBeShownForQuest(int32& IndexOfMovieToShow) const;
UFUNCTION(BlueprintCallable)
bool CheckForGifts();
UFUNCTION(BlueprintCallable)
void CheckBanStatus(bool bBanned);
UFUNCTION(BlueprintCallable)
bool AttemptToOpenBattlePassTabForNewSeason();
};