46 lines
1.8 KiB
C++
Executable file
46 lines
1.8 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "FadeData.h"
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#include "FadingDoneDelegate.h"
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#include "FadeScreenSubSystem.generated.h"
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class UObject;
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class UTexture;
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UCLASS(Abstract, Blueprintable)
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class FSD_API UFadeScreenSubSystem : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFadingDone OnFadeInComplete;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFadeData Fading;
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public:
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UFadeScreenSubSystem();
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static bool IsScreenFadingToBlack(UObject* WorldContext);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static bool IsScreenFadingFromBlack(UObject* WorldContext);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static bool IsScreenFading(UObject* WorldContext);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetCurrentFadeAmount() const;
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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static void FadeScreenToBlack(UObject* WorldContext, float FadeTime, float Delay, bool ResetExistingFades, bool CapFramerate, bool FadeWorldOnly, bool ToSpaceRig, UTexture* LoadingImage);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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static void FadeScreenFromBlack(UObject* WorldContext, float FadeTime, float Delay, bool ResetExistingFades, bool CapFramerate, bool FadeWorldOnly, bool ToSpaceRig);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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static void BlackoutScreen(UObject* WorldContext, bool FadeWorldOnly);
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};
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