- 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>
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Templates/SubclassOf.h"
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#include "UI/InGameTypes.h"
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#include "UIInGameScreenSet.generated.h"
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class UCommonActivatableWidget;
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/**
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* Mapa data-driven estado -> tela in-game. Espelho de UUIFrontEndScreenSet
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* (Game/UI/FrontEnd/UIFrontEndScreenSet.h) — mesma estrategia: as classes
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* concretas das telas (WBP) vivem no DA, nao em codigo. Subsystem orquestra.
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*
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* Asset concreto: DA_InGameScreenSet em Content/ZMMO/UI/InGame/
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* (criado via MCP no editor).
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*
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* Adicionar nova tela = adicionar entry em EZeusInGameUIState + entry no DA
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* + WBP herdando UCommonActivatableWidget. Subsystem nao muda.
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*/
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UCLASS(BlueprintType)
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class ZMMO_API UUIInGameScreenSet : public UDataAsset
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{
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GENERATED_BODY()
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public:
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/** Tela por estado in-game. */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "InGame")
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TMap<EZeusInGameUIState, TSoftClassPtr<UCommonActivatableWidget>> StateScreens;
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/** Soft class da tela do estado (vazio se nao configurado). */
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UFUNCTION(BlueprintCallable, Category = "InGame")
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TSoftClassPtr<UCommonActivatableWidget> GetScreenForState(EZeusInGameUIState State) const;
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};
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