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

46 lines
1.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Components/ActorComponent.h"
#include "ObjectInfoComponent.generated.h"
class APlayerController;
class UActorContextWidget;
class UDialogDataAsset;
class UPrimitiveComponent;
class UTexture2D;
UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UObjectInfoComponent : public UActorComponent {
GENERATED_BODY()
public:
UObjectInfoComponent();
UFUNCTION(BlueprintCallable)
bool HasMissionControlLookAtShout(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable)
UDialogDataAsset* GetMissionControlLookAtShout(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UDialogDataAsset* GetLookAtShout(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetIsPingableByLaserpointer(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FText GetInGameName(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FLinearColor GetInGameIconTint(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UTexture2D* GetInGameIcon(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FText GetInGameDescription(const UPrimitiveComponent* TargetComponent) const;
UFUNCTION(BlueprintCallable)
UActorContextWidget* GetContextWidget(APlayerController* InPlayerController);
};