84 lines
2.9 KiB
C++
Executable file
84 lines
2.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ObjectInfoComponent.h"
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#include "SimpleObjectInfoData.h"
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#include "Templates/SubclassOf.h"
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#include "SimpleObjectInfoComponent.generated.h"
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class UActorContextWidget;
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class UDialogDataAsset;
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class USceneComponent;
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class UTexture2D;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class USimpleObjectInfoComponent : public UObjectInfoComponent {
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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 InGameName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText InGameDescription;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* LookAtShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHasMissionControlLookAtShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* MissionControlLookAtShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* LookAtShoutOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTexture2D* Icon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UTexture2D* IconOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsPingableByLaserpointer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UActorContextWidget> ContextWidgetClass;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<TWeakObjectPtr<USceneComponent>, FSimpleObjectInfoData> ComponentMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UActorContextWidget* ContextWidget;
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public:
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USimpleObjectInfoComponent();
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void SetInGameName(const FString& GameName);
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void SetInGameDescription(const FString& GameDescription);
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UFUNCTION(BlueprintCallable)
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void SetContextWidget(UActorContextWidget* InContextWidget);
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UFUNCTION(BlueprintCallable)
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void OverrideLookAtShoutOrUseDefault(UDialogDataAsset* InShout);
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UFUNCTION(BlueprintCallable)
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void OverrideLookAtShout(UDialogDataAsset* InShout);
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UFUNCTION(BlueprintCallable)
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void OverrideIcon(UTexture2D* InTexture);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UDialogDataAsset* GetDefaultLookAtShout() const;
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UFUNCTION(BlueprintCallable)
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void ClearLookAtShoutOverride();
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UFUNCTION(BlueprintCallable)
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void AddComponentObjectInfo(USceneComponent* TargetComponent, const FSimpleObjectInfoData& Data);
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};
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