36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFeatureAction.h"
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#include "GameFeaturesSubsystem.h"
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#include "GameFeatureAction_WorldActionBase.generated.h"
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class UGameInstance;
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struct FWorldContext;
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/**
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* Base class for GameFeatureActions that wish to do something world specific.
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*/
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UCLASS(Abstract)
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class UGameFeatureAction_WorldActionBase : public UGameFeatureAction
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{
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GENERATED_BODY()
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public:
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//~ Begin UGameFeatureAction interface
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virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override;
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virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override;
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//~ End UGameFeatureAction interface
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private:
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void HandleGameInstanceStart(UGameInstance* GameInstance, FGameFeatureStateChangeContext ChangeContext);
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/** Override with the action-specific logic */
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virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) PURE_VIRTUAL(UGameFeatureAction_WorldActionBase::AddToWorld,);
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private:
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TMap<FGameFeatureStateChangeContext, FDelegateHandle> GameInstanceStartHandles;
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};
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