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InGameMenuSystemWidget.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "InGameMenuSystemWidget.generated.h"
8
9UCLASS()
10class MENUSYSTEM_API UInGameMenuSystemWidget : public UMenuSystemWidget
11{
12 GENERATED_BODY()
13
14public:
15 UFUNCTION(BlueprintCallable, Category="In Game Menu")
16 void LeaveMultiplayerGame();
17
18 virtual UWidget* NativeGetDesiredFocusTarget() const override;
19
20protected:
21 virtual bool Initialize() override;
22
23 virtual void NativeConstruct() override;
24
25 virtual void ModalButtonSelected(const int32 Index) override;
26 virtual void ModalClosed() override;
27
28 virtual void NativeOnActivated() override;
29 virtual void NativeOnDeactivated() override;
30 virtual bool NativeOnHandleBackAction() override;
31
32
33 UFUNCTION(BlueprintCallable, Category="In Game Menu")
34 void BackButtonClicked();
35 UFUNCTION(BlueprintCallable, Category="In Game Menu")
36 void RestartLevelButtonClicked();
37
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
39 class USingleMenuSystemWidget* PauseMenu = nullptr;
40
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="In Game Menu")
42 TArray<bool> MultiplayerButtons = { false, false, true, true, true };
43
44
45
46private:
47
48 UFUNCTION()
49 void PauseMenuButtonSelected(const int32 Index);
50
51 void OpenOptionsMenu();
52 void MainMenuButtonClicked();
53
54 void OpenScoreboard();
55
56 void SaveGame();
57
58 void ExitGame();
59};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition InGameMenuSystemWidget.h:11
Definition MenuSystemWidget.h:19
Definition SingleMenuSystemWidget.h:15