Space Plunder
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ProceduralGameStateComponent.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
8#include "ProceduralGameStateComponent.generated.h"
9
10DECLARE_LOG_CATEGORY_CLASS(LogProceduralGameState, Display, All);
11
12
13UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
14class BASEHELPERS_API UProceduralGameStateComponent : public UGameStateComponentBase, public IProceduralGame
15{
16 GENERATED_BODY()
17
18public:
19 UProceduralGameStateComponent();
20
21
22 virtual FRandomStream& GetRandomStream() override;
23
24
25
26protected:
27 virtual void BeginPlay() override;
28
29 void SetSeed();
30
31
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Prodecdural")
33 bool bUseRandomSeed = true;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Prodecdural", meta=(EditCondition="!bUseRandomSeed"))
35 int32 Seed = 0;
36
37private:
39 UPROPERTY(VisibleAnywhere, Category="Prodecdural")
40 FRandomStream RandomStream;
41 UPROPERTY(VisibleAnywhere, Category="Prodecdural")
42 bool bRandomSeedGenerated = false;
43
44
45};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
DECLARE_LOG_CATEGORY_CLASS(LogProceduralGameState, Display, All)
Definition ProceduralGame.h:20