43 lines
1.4 KiB
C++
Executable file
43 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "TutorialManager.generated.h"
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class AFSDPlayerController;
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class APlayerCharacter;
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class UFSDSaveGame;
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class UTutorialComponent;
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UCLASS(Abstract, Blueprintable)
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class ATutorialManager : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinimumTimeBetweenTutorials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ResetTutorialsOnStart;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowTutorialsDebug;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<AFSDPlayerController> PlayerController;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<APlayerCharacter> PlayerCharacter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFSDSaveGame> SaveGame;
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UPROPERTY(EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<UTutorialComponent>> Tutorials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UTutorialComponent> ActiveTutorial;
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public:
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ATutorialManager();
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};
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