Files
ZMMO/Source/ZMMO/Data/Abilities/StatusEffectRow.h
Mateus Rodrigues 1c06d69174 feat(ui): sistema de UI Style (tokens C++ por tema) + fontes Aurora Arcana
Camada de estilo data-driven do cliente ZMMO, portando o nucleo do projeto de referencia (Hyper) para C++ conforme ARQUITETURA.md (BP Struct proibido):

- Source/ZMMO/Data/UI: UIStyleTypes.h (enums EUI*), UIStyleTokens.h (tokens primitive/semantic/component), UIStyleRow.h (FUIStyle + FUIStyleRow). - ZMMOThemeSubsystem: GetActiveUIStyle() resolve DT_UI_Styles por ThemeId com fallback Default. - Fontes: 8 UFontFace Inline (Cinzel/Rajdhani) em Content/ZMMO/UI/Fonts + DT_UI_Styles preenchido. - ARQUITETURA.md: prefixo de widget UI_, classes base UUI*_Base (UCLASS Abstract) sem prefixo ZMMO. - Config/DefaultGame.ini: UIStyleTable apontando DT_UI_Styles. - Scripts/import_fonts.py (importador idempotente). Inclui tambem o scaffolding do modulo ZMMO ainda nao versionado (Source/ZMMO/Data, Game/UI, Content/ZMMO, uproject, Build.cs).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 21:21:32 -03:00

52 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "StatusEffectRow.generated.h"
class UTexture2D;
class UNiagaraSystem;
UENUM(BlueprintType)
enum class EStatusEffectKind : uint8
{
Buff UMETA(DisplayName = "Buff"),
Debuff UMETA(DisplayName = "Debuff"),
DoT UMETA(DisplayName = "Damage Over Time"),
HoT UMETA(DisplayName = "Heal Over Time"),
Crowd UMETA(DisplayName = "Crowd Control")
};
USTRUCT(BlueprintType)
struct ZMMO_API FStatusEffectRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
FText DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status", meta = (MultiLine = true))
FText Description;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
EStatusEffectKind Kind = EStatusEffectKind::Buff;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
float Duration = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
float TickInterval = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
int32 TickValue = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Status")
int32 MaxStacks = 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Visuals")
TSoftObjectPtr<UTexture2D> Icon;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Visuals")
TSoftObjectPtr<UNiagaraSystem> AttachedVFX;
};