5#include "CoreMinimal.h"
7#include "FadeManager.generated.h"
30 UFUNCTION(BlueprintCallable)
31 void OpenLevelWithFade(FName LevelName);
37 UFUNCTION(BlueprintCallable)
38 void ShowFade(
bool FadeIn,
float Duration);
40 UPROPERTY(BlueprintAssignable)
41 FOnFadeInFinished OnFadeInFinished;
43 UPROPERTY(BlueprintReadWrite, Category = "FadeManager|Parameters")
44 bool BlockFade = false;
50 void FadeInFinished();
54 void FadeOutFinished() const;
57 FTimerHandle FadeTimerHandler;
60 float FadeOutDuration;
63 static
bool bNewLevelFadeOut;
65 float MinFadeTime = FLT_MIN;
68 TFunction<
void()> FadeInCallback;
69 TFunction<
void()> FadeOutCallback;
#define DECLARE_EVENT_HANDLER(TEvent)
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFadeInFinished)
It provides functionalities for handling events, sending events, and managing a private owner....
Event used to call fade-in with auto fade-out.
Event used to call fade-in.
Manager that provides functionality for handling fade-in and fade-out effects for player....
static bool bNewLevelFadeOut
Flag indicating whether we need to do fade-out after loading new level.
FOnFadeInFinished OnFadeInFinished
UPROPERTY(BlueprintAssignable)
bool bAutoFadeOut
Flag indicating whether automatic fade-out after fade-in is enabled.
TFunction< void()> FadeOutCallback
FTimerHandle FadeTimerHandler
DECLARE_EVENT_HANDLER(UFadeInAndFadeOutEvent)
DECLARE_EVENT_HANDLER(UFadeInEvent)
TFunction< void()> FadeInCallback
DECLARE_EVENT_HANDLER(UFadeOutEvent)
Event used to call fade-out.