19 virtual void Start()
override;
21 virtual void Reset()
override;
22 virtual float GetRetryDelay()
const override {
if(bCanRetry){
return RetryDelay;}
return -1.0f;};
27 void SetComplete(
const bool bValue);
28 UFUNCTION(BlueprintCallable, Category=
"MiniGame")
30 void SetIntroComplete();
32 bool GetShouldShowIntro() const;
35 UFUNCTION(BlueprintNativeEvent, Category="MiniGame")
37 virtual
void ProgressSelect();
38 UFUNCTION(BlueprintNativeEvent, Category="MiniGame")
39 void OnProgressSelect();
41 virtual
bool StartMiniGame(const int32
Level);
42 UFUNCTION(BlueprintNativeEvent, Category="MiniGame")
43 bool ReceiveStartMiniGame(const int32
Level);
44 UFUNCTION(BlueprintImplementableEvent, Category="MiniGame", DisplayName="Start MiniGame")
45 void StartMiniGameEvent(const int32
Level);
47 UFUNCTION(BlueprintNativeEvent, Category="MiniGame")
48 void MiniGamePassed();
49 UFUNCTION(BlueprintNativeEvent, Category="MiniGame")
55 virtual
void NativeConstruct() override;
56 virtual
void NativePreConstruct() override;
58 virtual
void RoundOver();
60 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
61 bool bHasIntro = true;
62 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
63 bool bTimedMiniGame = true;
64 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
65 float RoundTime = 5.0f;
66 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
68 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
70 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
71 bool bSkippable = false;
72 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
73 bool bCanRetry = false;
74 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="MiniGame|
General")
75 float RetryDelay = 5.0f;
78 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
79 bool bComplete = false;
80 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
81 bool bShowIntro = true;
82 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
83 bool bIntroPlaying = false;
84 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
85 bool bWaiting = false;
86 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
88 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
89 int32 CurrentLevel = 1;
90 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="MiniGame|Status")
91 int32 CurrentAttempt = 1;
96 FTimerHandle RoundTimerHandle;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13