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LuckyWorld/Source/LuckyWorldV2/Public/Subsystem/UISubsystem.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "UISubsystem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStartTracing);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEndTracing);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStartCapture);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStopCapture);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnReset);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnOpenMenuStateChanged, bool, Open);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAllRandomMenuStateChanged, bool, Open);
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/**
*
*/
UCLASS()
class LUCKYWORLDV2_API UUISubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnStartTracing OnStartTracing;
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnEndTracing OnEndTracing;
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnStartCapture OnStartCapture;
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnStopCapture OnStopCapture;
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnReset OnReset;
UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnOpenMenuStateChanged OnOpenMenuStateChanged;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
FOnAllRandomMenuStateChanged OnAllRandomMenuStateChanged;
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};