#pragma once //PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:51 2025 namespace SDK { //--------------------------------------------------------------------------- //Classes //--------------------------------------------------------------------------- // BlueprintGeneratedClass GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C // 0x0000 (0x0020 - 0x0020) class UGlobalBattleUIFunctionLibrary_C : public UBlueprintFunctionLibrary { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("BlueprintGeneratedClass GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C"); return pStaticClass; } static void ClientDropItem(class ASTExtraPlayerController* Controller, const struct FItemDefineID& itemDefine, int Count, EBattleItemDropReason Reason, class UObject* __WorldContext); static void AddPostfixBattle(const struct FString& iconPath, class UObject* __WorldContext, struct FString* Result); static void SetCorpsRankLevelBattle(class UImage* iconImage, class UTextBlock* levelText, int levelId, int Style, class UObject* __WorldContext); static void LoadDownloadUIElemLayoutSG(class UObject* __WorldContext, bool* IsExist, class UBP_SAVEGAME_UIElemLayout_C** SaveGameList); static void LoadAllUIElemLayoutSG(class UObject* __WorldContext, TArray* SaveGameList); static void GetRushTriggerLengthByType(int LayoutIndex, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, float* RushTriggerLength); static void GetLayoutDetailByType(int LayoutIndex, TEnumAsByte ElemKey, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, struct FBP_STRUCT_UIElemLayoutDetail* LayoutDetail, bool* IsFound); static void IsWidgetVisible(class UWidget* Widget, class UObject* __WorldContext, bool* Visible); static void GetTimeByInt(int Second, class UObject* __WorldContext, struct FString* Time); static void CreateUAEUserWidget(class UClass* Class, class UUAEUserWidget* Parent, class UObject* __WorldContext, class UUAEUserWidget** Widget); static void GetLocalizeText(const struct FString& Key, class UObject* __WorldContext, struct FString* Text); static bool SaveUIElemLayoutSG(class UObject* __WorldContext, class USaveGame** SaveGameObject); static void LoadUIElemLayoutSG(class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** UIElemSaveGame); }; }