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https://github.com/FortniteModdingHub/FNGameProj.git
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105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonActivatablePanel.h"
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#include "FortCollectionBookRewards.h"
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#include "FortSwipeDetector.h"
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#include "FortRewardNotificationWidget.generated.h"
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class UFortExpeditionItem;
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class UFortItem;
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class UFortQuestItem;
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class UFortRewardNotificationData;
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class UOverlay;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortRewardNotificationWidget : public UCommonActivatablePanel {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFortRewardNotificationData*> NotificationDataList;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UOverlay* OverlayMain;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortSwipeDetector SwipeDetector;
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UFortRewardNotificationWidget();
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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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protected:
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UFUNCTION(BlueprintCallable)
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void ResetAllRewardData();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPrimaryActionTextChanged(const FText& Text);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPrimaryActionHidden();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPrimaryActionEnabled();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPrimaryActionDisabled();
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public:
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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, 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, BlueprintImplementableEvent)
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void InspectItem(UFortItem* ItemToInspect);
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protected:
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UFUNCTION(BlueprintCallable)
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void AddQuestData(UFortQuestItem* Quest);
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UFUNCTION(BlueprintCallable)
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void AddMissionData();
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UFUNCTION(BlueprintCallable)
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void AddMissionAlertData();
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UFUNCTION(BlueprintCallable)
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void AddItemCacheRewardData(UFortItem* ItemCache);
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UFUNCTION(BlueprintCallable)
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void AddGiftBoxData();
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UFUNCTION(BlueprintCallable)
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void AddExpeditionData(UFortExpeditionItem* ExpeditionItem);
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UFUNCTION(BlueprintCallable)
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void AddEpicQuestData(UFortQuestItem* Quest);
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UFUNCTION(BlueprintCallable)
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void AddDifficultyIncreaseRewardData();
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UFUNCTION(BlueprintCallable)
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void AddCollectionBookData(const FFortCollectionBookRewards& CollectionBookRewards);
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};
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