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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "AbilitySystemInterface.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/GameState.h"
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#include "GameFramework/GameStateBase.h"
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#include "GGA_GameState.generated.h"
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class UGGA_AbilitySystemComponent;
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class UObject;
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/**
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* @brief A Game State base with ability system component.
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*/
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UCLASS(Blueprintable)
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class GENERICGAMEPLAYABILITIES_API AGGA_GameStateBase : public AGameStateBase, public IAbilitySystemInterface
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{
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GENERATED_BODY()
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public:
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AGGA_GameStateBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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//~ Begin AActor interface
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virtual void PreInitializeComponents() override;
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virtual void PostInitializeComponents() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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//~ End AActor interface
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//~IAbilitySystemInterface
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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//~End of IAbilitySystemInterface
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private:
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// The ability system component subobject for game-wide things (primarily gameplay cues)
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UPROPERTY(VisibleAnywhere, Category = "GGA|GameState")
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TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
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};
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/**
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* @brief A Game State with ability system component.
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*/
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UCLASS(Blueprintable)
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class GENERICGAMEPLAYABILITIES_API AGGA_GameState : public AGameState, public IAbilitySystemInterface
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{
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GENERATED_BODY()
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public:
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AGGA_GameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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//~ Begin AActor interface
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virtual void PreInitializeComponents() override;
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virtual void PostInitializeComponents() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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//~ End AActor interface
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protected:
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//~ Begin AGameState interface
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virtual void HandleMatchHasStarted() override;
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//~ Begin AGameState interface
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//~IAbilitySystemInterface
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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//~End of IAbilitySystemInterface
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private:
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// The ability system component subobject for game-wide things (primarily gameplay cues)
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UPROPERTY(VisibleAnywhere, Category = "GameState")
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TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
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};
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