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