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https://github.com/FortniteModdingHub/FNGameProj.git
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103 lines
4.5 KiB
C++
103 lines
4.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "UObject/NoExportTypes.h"
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#include "Blueprint/IUserObjectListEntry.h"
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#include "AthenaSpectatorPlayerWidgetBase.generated.h"
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class AFortPlayerPawn;
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class AFortPlayerStateAthena;
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class UAthenaRemotePlayerViewData;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UAthenaSpectatorPlayerWidgetBase : public UCommonUserWidget, public IUserObjectListEntry {
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GENERATED_BODY()
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public:
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UAthenaSpectatorPlayerWidgetBase();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void SetSquadIdsVisible(bool bSquadIdsVisible);
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public:
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UFUNCTION(BlueprintCallable)
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void SetPlayerData(UAthenaRemotePlayerViewData* InPlayerData, bool bForceUpdate);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnTeamColorChanged(UAthenaRemotePlayerViewData* InPlayerData, FLinearColor InTeamColor);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnStormcapScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, float InScore);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnSquadIdChanged(UAthenaRemotePlayerViewData* InPlayerData, uint8 InSquadId);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnShieldHealed(UAthenaRemotePlayerViewData* InPlayerData, float InShieldPercent);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnShieldDamaged(UAthenaRemotePlayerViewData* InPlayerData, float InShieldPercent);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerStateChanged(UAthenaRemotePlayerViewData* InPlayerData, AFortPlayerStateAthena* InPlayerState);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerPawnChanged(UAthenaRemotePlayerViewData* InPlayerData, AFortPlayerPawn* InPlayerPawn);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerNameChanged(UAthenaRemotePlayerViewData* InPlayerData, const FString& InPlayerName);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerDataChanged(UAthenaRemotePlayerViewData* InPlayerData);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlaceChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InPlace);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPipModeChanged(bool bPipModeEnabled);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnMaterialCountChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InCount);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLocationChanged(UAthenaRemotePlayerViewData* InPlayerData, const FString& InLocation);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnKillScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InKillScore);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnIsReplayRelevancyPlayerChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsReplayRelevancyPlayer);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnIsInRelevancyChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsInRelevancy);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnIsFollowedPlayerChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsFollowedPlayer);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnHealthHealed(UAthenaRemotePlayerViewData* InPlayerData, float InHealthPercent);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnHealthDamaged(UAthenaRemotePlayerViewData* InPlayerData, float InHealthPercent);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnDisconnectedChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDisconnected);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDead);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnDBNOStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsDBNO);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBeingRevivedStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bIsBeingRevived);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UAthenaRemotePlayerViewData* GetPlayerData() const;
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// Fix for true pure virtual functions not being implemented
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};
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