Files
FNGameProj/Source/FortniteGame/Public/FortMobileInteractionComponent.h
2024-01-21 00:41:14 +01:00

66 lines
1.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Components/StaticMeshComponent.h"
#include "EMobileInteractionIconTypes.h"
#include "FortMobileInteractionComponent.generated.h"
class UMaterialInstanceDynamic;
UCLASS(Blueprintable, EditInlineNew, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UFortMobileInteractionComponent : public UStaticMeshComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInstanceDynamic* IconMID;
public:
UFortMobileInteractionComponent();
protected:
UFUNCTION(BlueprintCallable)
void TickLocation(float DeltaTime);
public:
UFUNCTION(BlueprintCallable)
void StopRadialTimer();
UFUNCTION(BlueprintCallable)
void StartRadialTimer(float Duration);
UFUNCTION(BlueprintCallable)
void SetVisibleStartTime();
UFUNCTION(BlueprintCallable)
void SetUpdateLocationOnTick(bool bShouldUpdate);
UFUNCTION(BlueprintCallable)
void SetRarityColor(FLinearColor InColor);
protected:
UFUNCTION(BlueprintCallable)
void SetRadialStartTime(float StartTime);
UFUNCTION(BlueprintCallable)
void SetRadialOpacity(float Opacity);
UFUNCTION(BlueprintCallable)
void SetRadialDuration(float Duration);
public:
UFUNCTION(BlueprintCallable)
void SetIcon(EMobileInteractionIconTypes IconType);
UFUNCTION(BlueprintCallable)
void SetExtents(FVector Extents);
UFUNCTION(BlueprintCallable)
void SetCameraPush(float Offset);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsAvailable() const;
};