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

81 lines
2.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EMashScoreEvent.h"
#include "MashPlayerDataArray.h"
#include "LTMWidgetBase.h"
#include "MashScoreEventWidgetBase.generated.h"
class AFortAthenaMutator_Mash;
UCLASS(Blueprintable, EditInlineNew)
class UMashScoreEventWidgetBase : public ULTMWidgetBase {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortAthenaMutator_Mash* MashMutatorRef;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FMashPlayerDataArray CachedPlayerData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CachedScoreMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float DynamicScoreMultiplierTimeWithoutKillReset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float DynamicScoreMultiplierRemainingTime;
public:
UMashScoreEventWidgetBase();
protected:
UFUNCTION(BlueprintCallable)
void UpdateDynamicScoreMultiplierCountdown();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTotalScoreMultiplierUpdated(float TotalScoreMultiplier);
// UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
// void OnScoreEvent(int32 ScoreValue, float TotalScoreMultiplier, const FText& ScoreText, TEnumAsByte<EMashScoreEvent::Type> ScoreEventType);
protected:
UFUNCTION(BlueprintCallable)
void OnPlayerScoreChanged();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDynamicScoreMultiplierUpdated(float DynamicMultiplier);
protected:
UFUNCTION(BlueprintCallable)
void OnDynamicScoreMultiplierTotalKillCountChanged();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDynamicScoreMultiplierKillCountUpdated(int32 KillCount);
protected:
UFUNCTION(BlueprintCallable)
void OnDynamicScoreMultiplierExpires();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDynamicScoreMultiplierCountdownUpdated(float RemainingTimeBeforeReset);
protected:
UFUNCTION(BlueprintCallable)
void OnDynamicScoreMultiplierChanged();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnConstantScoreMultiplierUpdated(float ConstantMultiplier);
protected:
UFUNCTION(BlueprintCallable)
void OnConstantScoreMultiplierChanged();
};