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

96 lines
4.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonButton.h"
#include "UObject/NoExportTypes.h"
#include "Blueprint/IUserObjectListEntry.h"
#include "AthenaEventMatchPlayerWidgetBase.generated.h"
class AFortPlayerPawn;
class AFortPlayerStateAthena;
class UAthenaRemotePlayerViewData;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaEventMatchPlayerWidgetBase : public UCommonButton, public IUserObjectListEntry {
GENERATED_BODY()
public:
protected:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UAthenaRemotePlayerViewData> PlayerData;
public:
UAthenaEventMatchPlayerWidgetBase();
UFUNCTION(BlueprintCallable)
void SetPlayerData(UAthenaRemotePlayerViewData* InPlayerData);
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTeamColorChanged(UAthenaRemotePlayerViewData* InPlayerData, FLinearColor InTeamColor);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnStormcapScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, float InScore);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnSquadIdChanged(UAthenaRemotePlayerViewData* InPlayerData, uint8 InSquadId);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnShieldHealed(UAthenaRemotePlayerViewData* InPlayerData, float InShieldPercent);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnShieldDamaged(UAthenaRemotePlayerViewData* InPlayerData, float InShieldPercent);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerStateChanged(UAthenaRemotePlayerViewData* InPlayerData, AFortPlayerStateAthena* InPlayerState);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerPawnChanged(UAthenaRemotePlayerViewData* InPlayerData, AFortPlayerPawn* InPlayerPawn);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerNameChanged(UAthenaRemotePlayerViewData* InPlayerData, const FString& InPlayerName);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerDataChanged(UAthenaRemotePlayerViewData* InPlayerData);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlaceChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InPlace);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnMaterialCountChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InCount);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnLocationChanged(UAthenaRemotePlayerViewData* InPlayerData, const FString& InLocation);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnKillScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InKillScore);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnIsReplayRelevancyPlayerChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsReplayRelevancyPlayer);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnIsInRelevancyChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsInRelevancy);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnIsFollowedPlayerChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsFollowedPlayer);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnHealthHealed(UAthenaRemotePlayerViewData* InPlayerData, float InHealthPercent);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnHealthDamaged(UAthenaRemotePlayerViewData* InPlayerData, float InHealthPercent);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDisconnectedChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDisconnected);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDead);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDBNOStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDBNO);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnBeingRevivedStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsBeingRevived);
// Fix for true pure virtual functions not being implemented
};