- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus* (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface, UZeusWorldSubsystem, FZeusEntitySnapshot, etc.) - Encurta AZMMOPlayerCharacter -> AZeusCharacter - Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject) - Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome) - DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets) - DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState - Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs - Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Subsystems/WorldSubsystem.h"
|
|
#include "ZeusJobChangeNetworkHandler.generated.h"
|
|
|
|
class UZeusNetworkSubsystem;
|
|
|
|
/**
|
|
* Multicast dinamico assignable em Blueprint. WBP de promocao binda no
|
|
* OnJobChangeResult pra reagir ao S_JOB_CHANGE_RESULT (1520) do server.
|
|
*
|
|
* Parametros:
|
|
* - bAccepted : true = promocao aplicada (S_ATTRIBUTE_SNAPSHOT_FULL
|
|
* chega logo apos com state novo).
|
|
* - Reason : EJobChangeRejectReason (None/NoSession/UnknownJob/
|
|
* NotParent/WrongTier/JobLevelTooLow/AlreadyAtTarget/
|
|
* JobsDbUnavailable). Significativo apenas se !bAccepted.
|
|
* - NewClassId : significativo apenas se bAccepted=true (redundante com
|
|
* snapshot que vem junto, mas util pra triggers/toasts).
|
|
*/
|
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FZeusOnJobChangeResultBP,
|
|
bool, bAccepted, int32, Reason, int32, NewClassId);
|
|
|
|
/**
|
|
* Bridge entre o `UZeusNetworkSubsystem` (do plugin ZeusNetwork) e a UI
|
|
* Blueprint (WBP de promocao). Mesmo pattern do `UZeusAttributeNetworkHandler`
|
|
* — converte o delegate C++-only `FZeusOnJobChangeResult` num dynamic
|
|
* multicast (`FZeusOnJobChangeResultBP`) assignavel em BP.
|
|
*
|
|
* Por que UWorldSubsystem? Player so' faz promocao quando ja' esta no
|
|
* WorldServer (com mundo carregado). No front-end / lobby, esse subsystem
|
|
* nao existe — economiza memoria.
|
|
*/
|
|
UCLASS()
|
|
class ZEUSJOBS_API UZeusJobChangeNetworkHandler : public UWorldSubsystem
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
|
virtual void Deinitialize() override;
|
|
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
|
|
|
|
/// Assignavel em BP: WBP_JobChangePanel.OnEvent_OnJobChangeResult.
|
|
UPROPERTY(BlueprintAssignable, Category = "Zeus|Jobs")
|
|
FZeusOnJobChangeResultBP OnJobChangeResult;
|
|
|
|
private:
|
|
void HandleJobChangeResult(bool bAccepted, int32 Reason, int32 NewClassId);
|
|
UZeusNetworkSubsystem* GetZeusNetSubsystem() const;
|
|
|
|
FDelegateHandle JobChangeResultHandle;
|
|
};
|