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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "SelectedUpgrade.h"
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#include "Unit.h"
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#include "Subsystems/LocalPlayerSubsystem.h"
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#include "UpgradeSubsystem.generated.h"
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/**
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*
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*/
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UCLASS()
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class SPACEBATTLER_API UUpgradeSubsystem : public ULocalPlayerSubsystem
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable)
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void ApplyUnitUpgrades(AUnit* Unit);
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UFUNCTION(BlueprintCallable)
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void ApplyGlobalUpgrades();
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UFUNCTION(BlueprintCallable)
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void AddUpgrade(UUpgrade* UpgradeToAdd);
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UFUNCTION(BlueprintCallable)
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USelectedUpgrade* FindSelectedUpgrade(UUpgrade* SystemToFind);
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protected:
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UPROPERTY(BlueprintReadWrite)
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int32 BattleTier = 1;
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UPROPERTY(BlueprintReadWrite)
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TArray<USelectedUpgrade*> SelectedUpgrades;
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UPROPERTY(BlueprintReadWrite)
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int32 MaxUnits;
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};
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