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

55 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UObject/NoExportTypes.h"
#include "Templates/SubclassOf.h"
#include "AthenaEventMatchTeamWidgetBase.generated.h"
class UAthenaEventMatchPlayerWidgetBase;
class UAthenaRemotePlayerViewData;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaEventMatchTeamWidgetBase : public UCommonUserWidget {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
TArray<UAthenaEventMatchPlayerWidgetBase*> PlayerWidgets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 SquadId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor TeamColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxTeamSize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UAthenaEventMatchPlayerWidgetBase> PlayerWidgetClass;
private:
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<UAthenaRemotePlayerViewData>> PlayerDatas;
public:
UAthenaEventMatchTeamWidgetBase();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerWidgetAdded();
private:
UFUNCTION(BlueprintCallable)
void OnPlayerDisconnectedChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDisconnected);
UFUNCTION(BlueprintCallable)
void OnPlayerDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsTeamDead() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetTeamKills() const;
};