49 lines
1.6 KiB
C++
Executable file
49 lines
1.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EFSDAchievementType.h"
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#include "SavableDataAsset.h"
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#include "FSDAchievement.generated.h"
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class AFSDPlayerController;
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class UFSDAchievement;
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class UObject;
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UCLASS(Blueprintable)
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class UFSDAchievement : public USavableDataAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString SteamAPIAchievementName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString SteamAPIStatName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString XboxAchievementID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AchievementTargetValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFSDAchievementType AchievementType;
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public:
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UFSDAchievement();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContext"))
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void SetAchievementProgressForEntireServer(float Progress, UObject* WorldContext);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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void SetAchievementProgress(float Progress, const AFSDPlayerController* Player, UObject* WorldContext);
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UFUNCTION(BlueprintCallable)
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static void ResetStatForAchievement(UFSDAchievement* AchievementToReset, const AFSDPlayerController* Player);
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UFUNCTION(BlueprintCallable)
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static void QueryAchievements(const AFSDPlayerController* Player);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetAchievementTargetValue();
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};
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