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