Space Plunder
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CampaignGameState.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "Data/QuestData.h"
8#include "Interfaces/AIData.h"
11#include "CampaignGameState.generated.h"
12
13class UQuestGameStateComponent;
14class UQuestGoalComponent;
18UCLASS()
19class CUSTOMALS_API ACampaignGameState : public AOnlineGameState, public IAIData//, public IQuestDataInterface, public IQuestReporter
20{
21 GENERATED_BODY()
22
23public:
24
26
27 //~ AI Data Interface ~//
28 virtual UDataTable* GetFactionRelationshipDataTable() override;
29 //~ AI Data Interface ~//
30
31 virtual bool SaveGame() override;
32 virtual bool LoadGame() override;
33
34
35
36 //~ Add to Interface for IOnline Game State ~//
37 UFUNCTION(BlueprintCallable, Category="Game State")
38 virtual int32 GetNumLocalPlayers() const;
39 //~ Add to Interface for IOnline Game State ~//
40
41 virtual void AddPlayerState(APlayerState* PlayerState) override;
42 virtual void RemovePlayerState(APlayerState* PlayerState) override;
43
44
45protected:
46
47 virtual void BeginPlay() override;
48 virtual void OnMatchStateUpdated() override;
49
50 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Quest")
51 UQuestGameStateComponent* QuestGameComponent;
52
53
54 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Game State")
55 UDataTable* FactionRelationshipDataTable = nullptr;
56
57 //- Temp Stuff //
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest System|Game State")
59 int32 PlayerSaveIndex = 0;
60
61private:
62
63 bool bLoadQuests = false;
64};
65
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition CampaignGameState.h:20
Definition OnlineGameState.h:23
Definition AIData.h:21