mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 08:02:23 -07:00
ac90ba6ab6
CogSample: Add area of effect CogSample: Add "Easy" cheat CogWindow: Fix some tooltips CogEngine: Spawns now spawn the default controller CogDebug: Early out on DebugDraw if WorldContextObject is null
53 lines
1.5 KiB
C++
53 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CogCommon.h"
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#include "GameFramework/GameStateBase.h"
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#include "CogSampleGameState.generated.h"
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class UCogWindowManager;
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class UCogEngineWindow_Selection;
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class UCogSampleAbilitySystemComponent;
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UCLASS()
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class ACogSampleGameState : public AGameStateBase
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{
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GENERATED_BODY()
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ACogSampleGameState(const FObjectInitializer& ObjectInitializer);
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void Tick(float DeltaSeconds) override;
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private:
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//---------------------------------------------------------------------------------
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// To make sure it doesn't get garbage collected.
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//---------------------------------------------------------------------------------
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UPROPERTY()
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TObjectPtr<UObject> CogWindowManagerRef = nullptr;
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//---------------------------------------------------------------------------------
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// The game state has an AbilitySystemComponent to serve as the default instigator
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// for effects that are not applied by characters.
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//---------------------------------------------------------------------------------
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UPROPERTY()
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UCogSampleAbilitySystemComponent* AbilitySystemComponent = nullptr;
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#if ENABLE_COG
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void InitializeCog();
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void RegisterCommands();
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void UnregisterCommands();
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TObjectPtr<UCogWindowManager> CogWindowManager = nullptr;
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TObjectPtr<UCogEngineWindow_Selection> SelectionWindow = nullptr;
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#endif //ENABLE_COG
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};
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