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LuckyWorld/Source/LuckyWorldV2/Public/UI/GameUserWidget.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
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#include "SharedDef.h"
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#include "GameUserWidget.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnReset);
class UCaptureSettingsUserWidget;
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/**
*
*/
UCLASS()
class LUCKYWORLDV2_API UGameUserWidget : public UUserWidget
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{
GENERATED_BODY()
protected:
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virtual void NativeConstruct() override;
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public:
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FTimerHandle UpdateDownCountTimerHandle;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsCrash;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsGoalMenuVis;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsTracing;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 DownCount = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString DownCountStr;
public:
UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
FOnReset OnReset;
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public:
UFUNCTION(BlueprintCallable)
void DoWaitSecond();
void UpdateDownCount();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DoLogItemAdd(const FString& Topic, const FString& MsgText, ELogItemType LogItemType);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void DoRefreshListView();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DoAutoConfirm();
UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
UCaptureSettingsUserWidget* GetCaptureSettingsUserWidget();
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};