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

75 lines
2.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "OnSupportCreatorDelegate.h"
#include "OnToggleDetailsDelegate.h"
#include "FortCreativeMiniGameInfo.generated.h"
class UCommonTextBlock;
class UInputComponent;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UFortCreativeMiniGameInfo : public UUserWidget {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnSupportCreator OnSupportCreator;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnToggleDetails OnToggleDetails;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_Name;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_CreatorName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_SupportCode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_Bullet1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_Bullet2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommonTextBlock* Text_Bullet3;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* PanelInputComponent;
public:
UFortCreativeMiniGameInfo();
protected:
UFUNCTION(BlueprintCallable)
void PushPanelInputComponent();
UFUNCTION(BlueprintCallable)
void PopPanelInputComponent();
UFUNCTION(BlueprintCallable)
void OnVisible();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTextSet();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnMiniGameStartedFromInputComponent();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsStartGameEnabled() const;
public:
UFUNCTION(BlueprintCallable)
bool ForceRefresh();
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool AreDetailsToggleable() const;
};