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

68 lines
2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BootUpDelegateDelegate.h"
#include "EInputKeys.h"
#include "EventStarterButton.generated.h"
class APlayerCharacter;
class USceneComponent;
class USingleUsableComponent;
UCLASS(Blueprintable)
class AEventStarterButton : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* Root;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USingleUsableComponent* Usable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBootUpDelegate OnBootupEvent;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Booted, meta=(AllowPrivateAccess=true))
bool Booted;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_OpenForUse, meta=(AllowPrivateAccess=true))
bool IsOpenForUse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool IsEventActive;
public:
AEventStarterButton();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void SetIsEventActive(bool NewIsEventActive);
UFUNCTION(BlueprintCallable)
void OnUseProgress(float Progress);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_OpenForUse();
UFUNCTION(BlueprintCallable)
void OnRep_Booted();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnOpenedForUse(bool wasOpened);
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnBooted();
public:
UFUNCTION(BlueprintCallable)
void CloseForUse(APlayerCharacter* User, EInputKeys Key);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void BootUpEvent();
};