#pragma once #include "CoreMinimal.h" #include "GameFramework/Info.h" #include "GameStats.generated.h" class UCappedResource; class USeamlessTravelEventKey; UCLASS(Blueprintable) class AGameStats : public AInfo { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) int32 NumberOfPlayersEscapedInPod; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) float TotalGoldMined; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) int32 TotalEnemiesKilled; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) int32 MissionHaz; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) TArray EventKeys; AGameStats(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; UFUNCTION(BlueprintCallable) void OnPlayerMinedGold(UCappedResource* Resource, float Amount); };