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https://github.com/FortniteModdingHub/FNGameProj.git
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102 lines
3.0 KiB
C++
102 lines
3.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonActionCommitedDelegate.h"
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#include "CommonUserWidget.h"
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#include "EInputActionState.h"
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#include "Engine/DataTable.h"
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#include "OnRewardWidgetTransitionDelegateDelegate.h"
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#include "FortRewardNotificationSubWidget.generated.h"
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class UDataTable;
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class UFortItem;
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class UFortRewardNotificationWidget;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortRewardNotificationSubWidget : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnRewardWidgetTransitionDelegate OnTransitionInComplete;
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnRewardWidgetTransitionDelegate OnTransitionOutComplete;
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UFortRewardNotificationSubWidget();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void TransitionOutBegin();
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public:
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UFUNCTION(BlueprintCallable)
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void TransitionOut();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void TransitionInBegin();
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public:
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UFUNCTION(BlueprintCallable)
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void TransitionIn();
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protected:
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UFUNCTION(BlueprintCallable)
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void SetPrimaryActionText(FText Text);
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UFUNCTION(BlueprintCallable)
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void SetPrimaryActionHidden();
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UFUNCTION(BlueprintCallable)
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void SetPrimaryActionEnabled(bool bEnabled);
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UFUNCTION(BlueprintCallable)
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void SetInputActionHandlerState(UDataTable* DataTable, FName RowName, EInputActionState State);
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UFUNCTION(BlueprintCallable)
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void RemoveInputActionHandler(FDataTableRowHandle InputActionRow);
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UFUNCTION(BlueprintCallable)
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void RemoveAllInputActionHandlers();
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPrimaryAction();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNavigationUp();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNavigationRight();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNavigationLeft();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNavigationDown();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnDeactivated();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnActivated();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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void IsPrimaryActionHidden(bool& bHidden);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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void IsPrimaryActionEnabled(bool& bEnabled);
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UFUNCTION(BlueprintCallable)
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void InspectItem(UFortItem* ItemToInspect);
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public:
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UFUNCTION(BlueprintCallable)
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void Init(UFortRewardNotificationWidget* MainWidget);
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protected:
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UFUNCTION(BlueprintCallable)
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void AddInputActionHandler(UDataTable* DataTable, FName RowName, FCommonActionCommited CommittedEvent);
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};
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