65 lines
2.5 KiB
C++
Executable file
65 lines
2.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Aquisitionable.h"
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#include "SavablePrimaryDataAsset.h"
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#include "VictoryPose.generated.h"
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class AActor;
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class UAnimSequence;
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class UItemAquisitionBase;
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class UObject;
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class UPlayerCharacterID;
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UCLASS(Blueprintable)
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class UVictoryPose : public USavablePrimaryDataAsset, public IAquisitionable {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText Title;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText Description;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UItemAquisitionBase* Aquisition;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftObjectPtr<UAnimSequence>> Walks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UAnimSequence> pose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<AActor> Prop_Actor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UAnimSequence> Prop_Walk;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UAnimSequence> Prop_Pose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UAnimSequence> Prop_Idle;
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public:
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UVictoryPose();
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UFUNCTION(BlueprintCallable, BlueprintPure=false, meta=(WorldContext="WorldContextObject"))
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void Unlock(UObject* WorldContextObject, UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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void ResetUnlock(UObject* WorldContextObject, UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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bool IsUnlockedNotFromStart(UObject* WorldContextObject, UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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bool IsUnlocked(UObject* WorldContextObject, UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure=false, meta=(WorldContext="WorldContextObject"))
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void Equip(UObject* WorldContextObject, UPlayerCharacterID* characterID) const;
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// Fix for true pure virtual functions not being implemented
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};
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