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