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

51 lines
1.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortEventQuestMapDataEntry.h"
#include "ECalloutNavigationDirection.h"
#include "FortActivatablePanel.h"
#include "FortQuestMapEventCallout.generated.h"
UCLASS(Blueprintable, EditInlineNew)
class UFortQuestMapEventCallout : public UFortActivatablePanel {
GENERATED_BODY()
public:
UFortQuestMapEventCallout();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsQuestClaimPending(bool bActiveEvent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsNavigationPossible(const ECalloutNavigationDirection Direction) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsCurrentEventNew() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsArrowNewBangEnabled() const;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void HandleEventIndexChanged();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void HandleEventDataChanged();
UFUNCTION(BlueprintCallable)
void HandleCurrentEventIndexSeen();
UFUNCTION(BlueprintCallable)
void HandleCalloutNavigation(const ECalloutNavigationDirection Direction);
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetEventDataIndex() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetEventCount() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FFortEventQuestMapDataEntry GetCurrentEventDataEntry() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetBangEnabledForDirection(const ECalloutNavigationDirection Direction) const;
};