35 lines
1.2 KiB
C++
Executable file
35 lines
1.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Info.h"
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#include "GameStats.generated.h"
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class UCappedResource;
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class USeamlessTravelEventKey;
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UCLASS(Blueprintable)
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class AGameStats : public AInfo {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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int32 NumberOfPlayersEscapedInPod;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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float TotalGoldMined;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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int32 TotalEnemiesKilled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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int32 MissionHaz;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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TArray<USeamlessTravelEventKey*> EventKeys;
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AGameStats();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void OnPlayerMinedGold(UCappedResource* Resource, float Amount);
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};
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