- 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>
27 lines
741 B
C++
27 lines
741 B
C++
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "GameFramework/PlayerController.h"
|
|
#include "ZeusFrontEndPlayerController.generated.h"
|
|
|
|
/**
|
|
* AZeusFrontEndPlayerController
|
|
*
|
|
* Controller do mapa de front-end. Não herda de AZeusPlayerController (sem
|
|
* Enhanced Input de gameplay/touch). Em BeginPlay arranca o fluxo de
|
|
* front-end (UUIFrontEndFlowSubsystem) — feito aqui, e não no
|
|
* GameInstance::Init, porque os subsistemas já existem neste ponto (ver
|
|
* aviso no header do ZeusNetworkSubsystem).
|
|
*/
|
|
UCLASS(Blueprintable, BlueprintType)
|
|
class ZMMO_API AZeusFrontEndPlayerController : public APlayerController
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
AZeusFrontEndPlayerController();
|
|
|
|
protected:
|
|
virtual void BeginPlay() override;
|
|
};
|