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