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https://github.com/ApfelTeeSaft/UnrealEvent.git
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63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "EAthenaGamePhase.h"
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#include "ETDMScoreProgressTypes.h"
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#include "FortHUDElementWidget.h"
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#include "TDMTeamScoreData.h"
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#include "TwoTeamScoreWidgetBase.generated.h"
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class AFortPlayerStateZone;
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UCLASS(Blueprintable, EditInlineNew)
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class UTwoTeamScoreWidgetBase : public UFortHUDElementWidget {
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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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TArray<float> PlayScoreProgressSoundPercentagesMild;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<float> PlayScoreProgressSoundPercentagesMedium;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<float> PlayScoreProgressSoundPercentagesStrong;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PercentageScoreToPlayCountdown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PercentageScoreToPlayFinalCountdown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ScoreCountdownSoundFrequency;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 LastViewedTeam;
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public:
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UTwoTeamScoreWidgetBase();
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protected:
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UFUNCTION(BlueprintCallable)
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void UpdateAllUI();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnUpdateTotalScore(const FText& TotalScoreText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnUpdateTeamScore(int32 TeamIndex, const FTDMTeamScoreData& ScoreData);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayScoreProgressSound(ETDMScoreProgressTypes ScoreProgressType, bool bIsLocalTeam);
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UFUNCTION(BlueprintCallable)
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void OnHandleSpectatingChanged(AFortPlayerStateZone* SpectatingTarget);
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UFUNCTION(BlueprintCallable)
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void OnGamePhaseChanged(EAthenaGamePhase GamePhase);
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UFUNCTION(BlueprintCallable)
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void OnCountdownTimerUpdate();
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};
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