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Contents
/* Copyright (c) 2024 Julian Benda * * This file is part of inkCPP which is released under MIT license. * See file LICENSE.txt or go to * https://github.com/JBenda/inkcpp for full license details. */ #pragma once #include "TagList.h" #include "UObject/Object.h" #include "InkChoice.generated.h" namespace ink::runtime { class choice; } class UTagList; /** Representing a Ink Choice in the story flow * @ingroup unreal */ UCLASS(BlueprintType) class UInkChoice : public UObject { GENERATED_BODY() public: UInkChoice(); UFUNCTION(BlueprintPure, Category="Ink") /** Access context of choice. * @return text contained in choice * @blueprint */ FString GetText() const; UFUNCTION(BlueprintPure, Category="Ink") /** Get idintifcator for @ref UInkThread::PickChoice() * @return id used in @ref UInkThread::PickChoice() * * @blueprint */ int GetIndex() const; UFUNCTION(BlueprintPure, Category="Ink") /** Tags asszoiated with the choice. * @return with choice assoziated tags * * @blueprint */ const UTagList* GetTags() const; protected: friend class UInkThread; /** @private */ void Initialize(const ink::runtime::choice*); private: const ink::runtime::choice* data; TObjectPtr<UTagList> tags; };
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4 entries across 4 versions & 1 rubygems