41 lines
1.4 KiB
C++
Executable file
41 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "SeamlessTravelStorage.generated.h"
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class UDifficultySetting;
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class UPlayer;
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class UResourceData;
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class USeamlessTravelEventKey;
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UCLASS(Blueprintable)
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class USeamlessTravelStorage : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UDifficultySetting* ChosenDifficulty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<UPlayer*, bool> PlayerShouldStartInMedbay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<UResourceData*, float> Resources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float MissionTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FName, float> StoredFloatValues;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FName, int32> StoredIntValues;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSet<USeamlessTravelEventKey*> EventKeys;
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USeamlessTravelStorage();
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UFUNCTION(BlueprintCallable)
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void ClearGameStateSeamlessTravelStorage();
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};
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