#pragma once #include "CoreMinimal.h" #include "Subsystems/GameInstanceSubsystem.h" #include "SkillTreeTypes.h" #include "SkillTreeSubsystem.generated.h" // Forward declarations class USkillTreeComponent; UCLASS() class UTAD_UI_API USkillTreeSubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: // Subsystem interface virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Deinitialize() override; // Get the singleton instance UFUNCTION(BlueprintPure, Category = "Skill Tree", meta = (DisplayName = "Get Skill Tree Manager")) static USkillTreeSubsystem* GetSkillTreeManager(const UObject* WorldContextObject); // Register and unregister player skill tree components UFUNCTION(BlueprintCallable, Category = "Skill Tree") void RegisterPlayerSkillTree(USkillTreeComponent* SkillTreeComponent); UFUNCTION(BlueprintCallable, Category = "Skill Tree") void UnregisterPlayerSkillTree(); // Get the player's skill tree component UFUNCTION(BlueprintPure, Category = "Skill Tree") USkillTreeComponent* GetPlayerSkillTree() const { return PlayerSkillTreeComponent; } // Global skill tree settings UFUNCTION(BlueprintPure, Category = "Skill Tree Settings") int32 GetMaxSkillPoints() const { return MaxSkillPoints; } UFUNCTION(BlueprintPure, Category = "Skill Tree Settings") int32 GetSkillPointsPerLevel() const { return SkillPointsPerLevel; } UFUNCTION(BlueprintPure, Category = "Skill Tree Settings") int32 GetRespecCost() const { return RespecCost; } protected: // Reference to the player's skill tree component UPROPERTY() USkillTreeComponent* PlayerSkillTreeComponent; // Global settings UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Settings") int32 MaxSkillPoints = 100; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Settings") int32 SkillPointsPerLevel = 1; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Settings") int32 RespecCost = 100; // Cost in gold/currency to reset skills // Data table for skills (can be overridden in Blueprint) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Settings") class UDataTable* DefaultSkillDataTable; };