mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
71 lines
2.5 KiB
C++
71 lines
2.5 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "GameFramework/OnlineReplStructs.h"
|
|
#include "AttributeSet.h"
|
|
#include "BuildingGameplayActor.h"
|
|
#include "MarkerID.h"
|
|
#include "RebootCardReplicatedState.h"
|
|
#include "Templates/SubclassOf.h"
|
|
#include "BuildingGameplayActorSpawnChip.generated.h"
|
|
|
|
class AFortPlayerControllerAthena;
|
|
class AFortPlayerStateAthena;
|
|
class UUserWidget;
|
|
|
|
UCLASS(Blueprintable, MinimalAPI)
|
|
class ABuildingGameplayActorSpawnChip : public ABuildingGameplayActor {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
AFortPlayerControllerAthena* OwnerPlayerController;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
FUniqueNetIdRepl OwnerPlayerId;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
AFortPlayerStateAthena* OwnerPlayerState;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FScalableFloat ChipExpirationLength;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_RebootCardReplicatedState, meta=(AllowPrivateAccess=true))
|
|
FRebootCardReplicatedState RebootCardReplicatedState;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FLinearColor MarkerDetailsColor;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
FMarkerID ResurrectionChipMarkerID;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TSubclassOf<UUserWidget> IndicatorClass;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FText InteractSubText;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FLinearColor InteractSubTextColor;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool bAutoAcquireSpawnChip;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
uint8 SquadId;
|
|
|
|
public:
|
|
ABuildingGameplayActorSpawnChip();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_RebootCardReplicatedState();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
|
|
void OnDestroyPickup();
|
|
|
|
};
|
|
|