// Project Lab - NHTV Igad #pragma once #include "MenuScreenBase.h" #include "SplashScreen.generated.h" /** * */ UCLASS() class UNREALPROJECT_API USplashScreen : public UMenuScreenBase { GENERATED_BODY() public: USplashScreen(const FObjectInitializer& init); virtual void NativeConstruct() override; virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; virtual void NativeOnMenuAction(EMenuActionBinding binding) override; UFUNCTION(BlueprintNativeEvent, Category = "Splash") void OnEnd(); UFUNCTION(BlueprintCallable, Category="Splash") void Init(UWidgetSwitcher* witcher); UFUNCTION(BlueprintCallable, Category="Splash") float GetFade() const; UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Splash") TArray> splashItems; DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSplashScreenDone); UPROPERTY(BlueprintAssignable, Category = "Splash") FOnSplashScreenDone onDone; public: UPROPERTY() TArray m_activeScreens; int32 m_currentItem; UWidgetSwitcher* m_switcher; };