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

49 lines
1.6 KiB
C++
Executable file

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