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

75 lines
2.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/Object.h"
#include "AthenaRemoteSquadViewData.generated.h"
class UAthenaRemotePlayerViewData;
class UAthenaRemoteSquadViewData;
UCLASS(Blueprintable)
class UAthenaRemoteSquadViewData : public UObject {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FUInt8Delegate, UAthenaRemoteSquadViewData*, SquadData, uint8, IntParam);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPlayerDelegate, UAthenaRemoteSquadViewData*, SquadData, UAthenaRemotePlayerViewData*, PlayerData);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FLinearColorDelegate, UAthenaRemoteSquadViewData*, SquadData, FLinearColor, ColorParam);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIntDelegate, UAthenaRemoteSquadViewData*, SquadData, int32, IntParam);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FEventDelegate, UAthenaRemoteSquadViewData*, SquadData);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerDelegate OnPlayerAdded;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUInt8Delegate OnSquadIdChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIntDelegate OnSquadKillscoreChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIntDelegate OnSquadPlaceChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColorDelegate OnSquadColorChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEventDelegate OnSquadEliminated;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UAthenaRemotePlayerViewData*> PlayerDataArray;
public:
UAthenaRemoteSquadViewData();
private:
UFUNCTION(BlueprintCallable)
void HandlePlayerPlaceChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InPlace);
UFUNCTION(BlueprintCallable)
void HandlePlayerKillscoreChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InKillScore);
UFUNCTION(BlueprintCallable)
void HandlePlayerDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool InEliminated);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetSquadId() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FLinearColor GetSquadColor() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<UAthenaRemotePlayerViewData*> GetPlayerDatas() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetPlace() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetKillScore() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetIsEliminated() const;
};