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