Files
ZMMO/Source/ZMMO/Game/Controller/ZeusFrontEndPlayerController.h
Mateus Rodrigues 6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- 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>
2026-06-02 17:24:38 -03:00

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;
};