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

103 lines
3.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "EFortItemCardSize.h"
#include "FortCollectionBookSlotWidget.generated.h"
class UFortAccountItem;
class UFortItem;
class UFortMultiSizeItemCard;
class UWidget;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UFortCollectionBookSlotWidget : public UCommonUserWidget {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFortCollectionBookSlottedItemUpdatedDelegate);
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortItemCardSize ItemCardSize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsRewardCard;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortMultiSizeItemCard* ItemCardWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UWidget* UnslottedOverlayWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UWidget* ReadyToSlotOverlayWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UWidget* UnslottedButReadyOverlayWidget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FName SlotRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ItemAvailableToSlotText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText NoItemsAvailableToSlotText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText HigherQualityItemsAvailableToSlotAndUpgradeAvailableText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText HigherQualityItemsAvailableToSlotAndEvolveAvailableText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText HigherQualityItemsAvailableToSlotText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ItemInSlotFullyUpgradedText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ItemInSlotCanBeUpgradedText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ItemInSlotCanBeEvolvedText;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortItem* SlottedItemRepresentation;
public:
UFortCollectionBookSlotWidget();
protected:
UFUNCTION(BlueprintCallable)
void OnUnslotItemComplete(const UFortAccountItem* UnslottedItem, const UFortAccountItem* OldItem, FName SlotId);
UFUNCTION(BlueprintCallable)
void OnSlottedItemOperationComplete(const UFortAccountItem* ItemSlotted, FName SlotId);
private:
UFUNCTION(BlueprintCallable)
void OnItemDestroyed();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnItemCardUpdated();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsItemSlotted() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasItemsToSlot() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortItem* GetSlottedItemRepresentation() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FName GetSlotRowName() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetNumItemsToSlot() const;
};