DRG-Femboy-Voice/Source/FSD/Public/EventRewardFrame.h
2025-04-15 12:39:31 -07:00

48 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "EventRewardFrame.generated.h"
class AEventRewardDispenser;
class USpecialEventUsableComponent;
UCLASS(Blueprintable)
class AEventRewardFrame : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USpecialEventUsableComponent* EventUsable;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AEventRewardDispenser*> Dispensers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool keyInserted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
TArray<FString> EventPlayerIDs;
public:
AEventRewardFrame();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void TurnOff();
UFUNCTION(BlueprintCallable)
void SetKeyInserted(bool NewKeyInserted);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetDispenseRewards(bool dispensRewards);
protected:
UFUNCTION(BlueprintCallable)
void RegisterDispenser(AEventRewardDispenser* Dispenser);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetDispensRewards() const;
};