- AZeusFrontierOverlayActor: paredes (ProceduralMesh, material de portal) em
todas as fronteiras do grid; label DrawDebugString no centro de cada cell com
notacao de quadtree ("Cell 0" / "Cell 0,2" pos-split) + nome do servidor.
- UZeusAOIComponent: liga via toggle "Fronteiras (Mesh)" / CVar zeus.debug.frontier,
spawna/atualiza o ator, re-pede o 6163 a cada 2s (reflete split/merge).
- ZMMO.Build.cs: + ProceduralMeshComponent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
using UnrealBuildTool;
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public class ZMMO : ModuleRules
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{
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public ZMMO(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"EnhancedInput",
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"UMG",
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"Slate",
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"Niagara",
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"CommonUI",
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"CommonInput",
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"GameplayTags",
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"GameplayAbilities", // GAS: UAttributeSet, FGameplayAttributeData
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"ProceduralMeshComponent", // paredes do overlay de fronteira (AZeusFrontierOverlayActor)
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"ZeusNetwork",
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"ZeusGAS", // UZeusGASComponent, UZeusAttributeSet, FZeusAttributesSnapshot
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"ZeusJobs",
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"ZeusAdminToolsRuntime" // IZeusAOIDebugTarget + EZeusAOIOverlay (admin panel dirige o componente)
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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"SlateCore"
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});
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PublicIncludePaths.AddRange(new string[] {
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"ZMMO",
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"ZMMO/Game",
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"ZMMO/Game/Entity",
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"ZMMO/Game/Controller",
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"ZMMO/Game/Modes",
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"ZMMO/Game/Network",
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"ZMMO/Game/UI",
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"ZMMO/Game/UI/Widgets",
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"ZMMO/Game/UI/FrontEnd",
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"ZMMO/Data",
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"ZMMO/Data/Items",
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"ZMMO/Data/Mobs",
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"ZMMO/Data/Players",
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"ZMMO/Data/NPCs",
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"ZMMO/Data/Abilities",
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"ZMMO/Data/Quests",
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"ZMMO/Data/UI",
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"ZMMO/Data/World"
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});
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}
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}
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