text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "UObject/NoExportTypes.h"
  #include "EventSets.generated.h"
  
  /**
   * 
   */
  namespace EventNameSets
  {
  	const FString EventPreparedForGettingIn = TEXT("PreparedForGettingIn");
  }
  
  DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnSendLevelEvent, UObject*, HostObject, FString, EventName);
  DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLevelStreamLoadPercent, float, Percent);
  DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPreparedForGetInGame);
  DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnRestartPlayer);
  DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCallESC);
  
  UCLASS()
  class DAWNBREAKERS_API UEventSets : public UObject
  {
  	GENERATED_BODY()
  	
  public:
  	static  UEventSets* Instance();
  
  	static void Clear();
  
  	void ClearAllBind();
  	
  public:
  
  	UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "DBEventSets")
  	FOnSendLevelEvent OnSendLevelEvent;
  
  	UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "DBEventSets")
  	FOnLevelStreamLoadPercent OnLevelStreamLoadPercent;
  
  	UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "DBEventSets")
  	FOnPreparedForGetInGame OnPreparedForGetInGame;
  
  	UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "DBEventSets")
  	FOnRestartPlayer OnRestartPlayer;
  
  	UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "DBEventSets")
  	FOnCallESC OnCallESC;
  
  private:
  	static UEventSets* m_EventSetsInstance;
  	
  };
  