// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "LyraPawnData.generated.h"

class APawn;
class ULyraAbilitySet;
class ULyraInputConfig;
class ULyraAbilityTagRelationshipMapping;
class ULyraCameraMode;


/**
 * ULyraPawnData
 *
 *	Non-mutable data asset that contains properties used to define a pawn.
 */
UCLASS(BlueprintType, Const, Meta = (DisplayName = "Lyra Pawn Data", ShortTooltip = "Data asset used to define a Pawn."))
class ULyraPawnData : public UPrimaryDataAsset
{
	GENERATED_BODY()

public:

	ULyraPawnData(const FObjectInitializer& ObjectInitializer);

public:

	// Class to instantiate for this pawn (should usually derive from ALyraPawn or ALyraCharacter).
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pawn")
	TSubclassOf<APawn> PawnClass;

	// Ability sets to grant to this pawn's ability system.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
	TArray<ULyraAbilitySet*> AbilitySets;

	// What mapping of ability tags to use for actions taking by this pawn
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
	ULyraAbilityTagRelationshipMapping* TagRelationshipMapping;

	// Input configuration used by player controlled pawns to create input mappings and bind input actions.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Input")
	ULyraInputConfig* InputConfig;

	// Default camera mode used by player controlled pawns.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Camera")
	TSubclassOf<ULyraCameraMode> DefaultCameraMode;
};