#pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "TreeOfVanityItemWidget.generated.h" class UReward; class UTreeOfVanityItemWidget; UCLASS(Blueprintable, EditInlineNew) class FSD_API UTreeOfVanityItemWidget : public UUserWidget { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UReward* Reward; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsPrimaryReward; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsStartingNode; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) TArray ConnectedNodes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 NodeID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsClickable; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UReward* DefaultReward; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) TArray NodeConnections; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIsBought; public: UTreeOfVanityItemWidget(); UFUNCTION(BlueprintCallable) void SetIsBought(bool inIsBought); UFUNCTION(BlueprintCallable) void SetData(UReward* InReward, bool inIsPrimaryReward, bool inIsStartingNode, TArray inConnectedNodes, int32 inNodeID); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnDataUpdated(); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool GetIsBought(); };