40 lines
1.4 KiB
C++
Executable file
40 lines
1.4 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 "CampaignNotificationSignatureDelegate.h"
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#include "DelegateDelegate.h"
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#include "SpaceRigNotification.h"
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#include "NotificationSubSystem.generated.h"
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class UCampaignNotification;
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UCLASS(Blueprintable)
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class FSD_API UNotificationSubSystem : 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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FDelegate OnNewSpaceRigNotificationEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCampaignNotificationSignature OnCampaignNotification;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FSpaceRigNotification> SpaceRigNotifications;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UCampaignNotification* CampaignNotification;
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public:
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UNotificationSubSystem();
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UFUNCTION(BlueprintCallable)
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bool GetNextSpaceRigNotification(FSpaceRigNotification& NextNotification);
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UFUNCTION(BlueprintCallable)
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void ClearCampaignNotifications();
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UFUNCTION(BlueprintCallable)
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void AddSpaceRigNotification(FSpaceRigNotification NewNotification, const FString& ID, bool TriggerEvent);
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};
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