[/Script/EngineSettings.GeneralProjectSettings] ProjectID=FC3E256F43B2AFD43009F4949B0814BE ProjectName=Third Person Game Template ; ----------------------------------------------------------------------------- ; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and ; ARQUITETURA.md §1.10 / §4.7). ; ; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey). ; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset. ; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows). ; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo ; (cores/fontes/dimensões) keyed por ThemeId; linha "Default" é o fallback. ; - DevThemeOverride forces a theme in non-Shipping builds only. Keep commented ; in production. ; ; Paths use the /Game prefix (cooked Content namespace). Uncomment after the ; assets are actually created in the editor. ; ----------------------------------------------------------------------------- [/Script/ZMMO.ZMMOThemeSubsystem] ;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default ;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas")) ;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween")) ;CalendarTable=/Game/ZMMO/UI/Themes/DT_ThemeCalendar.DT_ThemeCalendar UIStyleTable=/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles ;DevThemeOverride=Christmas [/Script/ZMMO.UIFrontEndFlowSubsystem] ; Mapa estado->tela. O DA já existe (RootLayoutClass = WBP_PrimaryGameLayout); ; StateScreens fica vazio até os WBPs de página virem do Zeus UMG Forge (§4.8). ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet ; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do ; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o ; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows. MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps ; ----------------------------------------------------------------------------- ; UI in-game (PR 19+). Espelho do front-end pattern: ; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD, ; StatusWindow -> WBP_StatusWindow, etc.) ; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra ; Playing. ; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet. ; ----------------------------------------------------------------------------- [/Script/ZMMO.UIInGameFlowSubsystem] ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet ; ----------------------------------------------------------------------------- ; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus ; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e ; instancia cada classe como subobject — pattern Open-Closed: adicionar ; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState. ; ; Convenção: usa o path /Script/. (sem o "U" do prefixo ; C++; UClass resolve pelo nome curto). ; ----------------------------------------------------------------------------- [/Script/ZMMO.ZMMOPlayerState] +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent