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| #pragma once
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| #include "Subsystems/GameInstanceSubsystem.h"
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| #include "UObject/SoftObjectPtr.h"
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| #include "GameUIManagerSubsystem.generated.h"
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| #define UE_API COMMONGAME_API
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| class FSubsystemCollectionBase;
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| class UCommonLocalPlayer;
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| class UGameUIPolicy;
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| class UObject;
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| UCLASS(MinimalAPI, Abstract, config = Game)
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| class UGameUIManagerSubsystem : public UGameInstanceSubsystem
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| {
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| GENERATED_BODY()
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| public:
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| UGameUIManagerSubsystem() { }
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| UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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| UE_API virtual void Deinitialize() override;
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| UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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| const UGameUIPolicy* GetCurrentUIPolicy() const { return CurrentPolicy; }
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| UGameUIPolicy* GetCurrentUIPolicy() { return CurrentPolicy; }
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| UE_API virtual void NotifyPlayerAdded(UCommonLocalPlayer* LocalPlayer);
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| UE_API virtual void NotifyPlayerRemoved(UCommonLocalPlayer* LocalPlayer);
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| UE_API virtual void NotifyPlayerDestroyed(UCommonLocalPlayer* LocalPlayer);
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| protected:
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| UE_API void SwitchToPolicy(UGameUIPolicy* InPolicy);
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| private:
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| UPROPERTY(Transient)
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| TObjectPtr<UGameUIPolicy> CurrentPolicy = nullptr;
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| UPROPERTY(config, EditAnywhere)
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| TSoftClassPtr<UGameUIPolicy> DefaultUIPolicyClass;
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| };
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| #undef UE_API
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