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

57 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "BacchusButton.h"
#include "EFortHitPointModificationReason.h"
#include "QuickHealButton.generated.h"
class UFortLazyImage;
class UOverlay;
UCLASS(Blueprintable, EditInlineNew)
class FORTNITEUI_API UQuickHealButton : public UBacchusButton {
GENERATED_BODY()
public:
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortLazyImage* Image_Icon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UOverlay* Button_Overlay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag ChugJug_Tag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag MedKit_Tag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag Bandage_Tag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag SmallShieldPotion_Tag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag ShieldPotion_Tag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag SlurpJuice_Tag;
public:
UQuickHealButton();
private:
UFUNCTION(BlueprintCallable)
void HandlePlayerShieldUpdated(float PlayerShield, EFortHitPointModificationReason Reason);
UFUNCTION(BlueprintCallable)
void HandlePlayerMaxShieldUpdated(float PlayerMaxShield);
UFUNCTION(BlueprintCallable)
void HandlePlayerMaxHealthUpdated(float PlayerMaxHealth);
UFUNCTION(BlueprintCallable)
void HandlePlayerHealthUpdated(float PlayerHealth, EFortHitPointModificationReason Reason);
};