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