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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "AbilitySystemInterface.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/GameState.h"
#include "GameFramework/GameStateBase.h"
#include "GGA_GameState.generated.h"
class UGGA_AbilitySystemComponent;
class UObject;
/**
* @brief A Game State base with ability system component.
*/
UCLASS(Blueprintable)
class GENERICGAMEPLAYABILITIES_API AGGA_GameStateBase : public AGameStateBase, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AGGA_GameStateBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin AActor interface
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~ End AActor interface
//~IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~End of IAbilitySystemInterface
private:
// The ability system component subobject for game-wide things (primarily gameplay cues)
UPROPERTY(VisibleAnywhere, Category = "GGA|GameState")
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};
/**
* @brief A Game State with ability system component.
*/
UCLASS(Blueprintable)
class GENERICGAMEPLAYABILITIES_API AGGA_GameState : public AGameState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AGGA_GameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin AActor interface
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~ End AActor interface
protected:
//~ Begin AGameState interface
virtual void HandleMatchHasStarted() override;
//~ Begin AGameState interface
//~IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~End of IAbilitySystemInterface
private:
// The ability system component subobject for game-wide things (primarily gameplay cues)
UPROPERTY(VisibleAnywhere, Category = "GameState")
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};