Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "RIRWidgetController.generated.h"
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class UAttributeSet;
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class UAbilitySystemComponent;
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USTRUCT(BlueprintType)
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struct FWidgetControllerParams
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{
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GENERATED_BODY()
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FWidgetControllerParams() {}
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FWidgetControllerParams(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS) : PlayerController(PC), PlayerState(PS), AbilitySystemComponent(ASC), AttributeSet(AS) {}
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<APlayerController> PlayerController = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<APlayerState> PlayerState = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UAttributeSet> AttributeSet = nullptr;
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};
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/**
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*
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*/
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UCLASS()
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class REALMSINRUIN_API URIRWidgetController : public UObject
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category="WidgetController")
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void SetWidgetControllerParams(const FWidgetControllerParams& WCParams);
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virtual void BroadcastInitialInitialValues();
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virtual void BindCallbacksToDependencies();
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protected:
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UPROPERTY(BlueprintReadOnly, Category="WidgetController")
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TObjectPtr<APlayerController> PlayerController;
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UPROPERTY(BlueprintReadOnly, Category="WidgetController")
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TObjectPtr<APlayerState> PlayerState;
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UPROPERTY(BlueprintReadOnly, Category="WidgetController")
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
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UPROPERTY(BlueprintReadOnly, Category="WidgetController")
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TObjectPtr<UAttributeSet> AttributeSet;
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};
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