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https://github.com/FortniteModdingHub/FNGameProj.git
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51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortEventQuestMapDataEntry.h"
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#include "ECalloutNavigationDirection.h"
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#include "FortActivatablePanel.h"
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#include "FortQuestMapEventCallout.generated.h"
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UCLASS(Blueprintable, EditInlineNew)
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class UFortQuestMapEventCallout : public UFortActivatablePanel {
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GENERATED_BODY()
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public:
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UFortQuestMapEventCallout();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsQuestClaimPending(bool bActiveEvent) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsNavigationPossible(const ECalloutNavigationDirection Direction) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsCurrentEventNew() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsArrowNewBangEnabled() const;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void HandleEventIndexChanged();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void HandleEventDataChanged();
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UFUNCTION(BlueprintCallable)
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void HandleCurrentEventIndexSeen();
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UFUNCTION(BlueprintCallable)
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void HandleCalloutNavigation(const ECalloutNavigationDirection Direction);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetEventDataIndex() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetEventCount() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FFortEventQuestMapDataEntry GetCurrentEventDataEntry() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetBangEnabledForDirection(const ECalloutNavigationDirection Direction) const;
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};
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