39 lines
1.6 KiB
C++
Executable file
39 lines
1.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "ESchematicType.h"
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#include "SpecialEventBlueprintLibrary.generated.h"
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class UObject;
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class UPlayerCharacterID;
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class USchematic;
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UCLASS(Blueprintable)
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class USpecialEventBlueprintLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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USpecialEventBlueprintLibrary();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static USchematic* TryGivePendingReward(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void StorePendingReward(UObject* WorldContextObject, const TArray<USchematic*>& schematicsToChooseFrom);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEventRewardFrame(UObject* WorldContextObject, FVector Location);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static bool HasPendingReward(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static TArray<USchematic*> GetSpecialEventsRewardSchematics(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static USchematic* FindRandomSchematicForCharacter(UObject* WorldContextObject, UPlayerCharacterID* characterID, ESchematicType SchematicType);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ClearPendingReward(UObject* WorldContextObject);
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};
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