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https://github.com/FortniteModdingHub/FNGameProj.git
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47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "DiscoCaptureUIData.h"
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#include "EDiscoCaptureUIState.h"
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#include "FortHUDElementWidget.h"
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#include "DiscoCaptureWidgetBase.generated.h"
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class AAthenaCapturePoint;
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class AFortPlayerPawnAthena;
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class AFortPlayerStateZone;
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class UMaterialInstanceDynamic;
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UCLASS(Blueprintable, EditInlineNew)
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class UDiscoCaptureWidgetBase : public UFortHUDElementWidget {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FDiscoCaptureUIData CaptureUIData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FDiscoCaptureUIData PrevCaptureUIData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 LastViewedTeam;
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public:
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UDiscoCaptureWidgetBase();
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protected:
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UFUNCTION(BlueprintCallable)
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void UpdateDiscoCaptureUI();
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UFUNCTION(BlueprintCallable)
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void UpdateAllUI();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnUpdateCaptureUI(const EDiscoCaptureUIState& CaptureState, const FText& TextToDisplay, const UMaterialInstanceDynamic* ImageMID, float FillAmount);
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UFUNCTION(BlueprintCallable)
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void OnHandleSpectatingChanged(AFortPlayerStateZone* SpectatingTarget);
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UFUNCTION(BlueprintCallable)
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AAthenaCapturePoint* GetClosestCapturePoint(AFortPlayerPawnAthena* ViewPawn);
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};
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