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

65 lines
2.5 KiB
C++
Executable file

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