47 lines
977 B
C++
47 lines
977 B
C++
#pragma once
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#include "GameFramework/GameState.h"
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#include "GasaCommon.h"
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#include "GasaGameState.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaGameState : public AGameState
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{
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GENERATED_BODY()
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public:
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#pragma region Cog
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// To make sure it doesn't get garbage collected.
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UPROPERTY()
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TObjectPtr<UObject> CogWindowManagerRef;
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#if ENABLE_COG
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TObjectPtr<UCogWindowManager> CogWindowManager;
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#endif // ENABLE_COG
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#pragma endregion Cog
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AGasaGameState();
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#pragma region GameState
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void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion GameState
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};
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namespace Gasa
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{
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inline
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AGasaGameState* GetGameState(UObject* Context)
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{
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UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
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if (World == nullptr)
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{
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Log("World is null... are you running in a proper context?", ELogV::Error);
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return nullptr;
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}
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return Cast<AGasaGameState>(World->GetGameState());
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}
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}
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