// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "ProjectT/System/Core/Characters/Player/CorePlayerCharacter.h" #include "ProjectT/System/Core/GameModes/WorldGameMode.h" #include "ProjectT/System/Core/Interfaces/LoadableObject.h" #include "ProjectT/System/SinglePlay/Interfaces/SPObjectProvider.h" #include "SPGameModeBase.generated.h" /** * */ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUpdateRemainingTime, int32, RemainSeconds); UCLASS() class PROJECTT_API ASPGameModeBase : public AWorldGameMode, public ISPObjectProvider, public ILoadableObject { GENERATED_BODY() public: ASPGameModeBase(); virtual void Tick(float DeltaSeconds) override; virtual bool ChangedProcessEvent(const EProcessState ProcessState) override; virtual USPWidgetManager* GetSPWidgetManager_Implementation() override; virtual USPEnemyVisionManager* GetEnemyVisionManager_Implementation() override; virtual UQuestManager* GetQuestManager_Implementation() override; virtual bool HasFinishedLoading_Implementation() override; //FIXME : 임시. 미니맵 렌더타겟 텍스처를 그리기 위한 함수 UFUNCTION(BlueprintNativeEvent) void InitializeMapData(); void DebugGameTimePause(bool bPause); protected: virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override; virtual void BeginPlay() override; virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; virtual void InitializeManagers() override; virtual void InitializeNotification() override; virtual void InitializeEnemyCharacters() override; virtual void InitializePlayer() override; virtual void InitializeUI() override; private: void InitializeExitPoint(); void SetStageTimeLimit(); void InitializeEnemyByFlag(); public: UPROPERTY(BlueprintAssignable) FOnUpdateRemainingTime OnUpdateRemainingTime; private: UPROPERTY() TObjectPtr SPEnemyVisionManager; UPROPERTY() FTimerHandle StageRemainTimeHandle; UPROPERTY() int32 RemainingSeconds; UPROPERTY() TObjectPtr ExitPoint; };