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

52 lines
1.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "RewardClaimedDelegate.h"
#include "SeasonLevel.h"
#include "SeasonLevelWidget.generated.h"
UCLASS(Blueprintable, EditInlineNew)
class USeasonLevelWidget : public UUserWidget {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRewardClaimed OnRewardClaimed;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 SeasonLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsNormalClaimed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsSpecialClaimed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsUnlocked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsLastInRow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSeasonLevel LevelInfo;
public:
USeasonLevelWidget();
UFUNCTION(BlueprintCallable)
bool TryClaimReward(bool isNormalReward);
UFUNCTION(BlueprintCallable)
void SetData(int32 InLevel, bool inLastInRow);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void RefreshState();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDataSet();
};