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