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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 "PartyMember.h"
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#include "UnitInfo.h"
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#include "Subsystems/LocalPlayerSubsystem.h"
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#include "PartySubsystem.generated.h"
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/**
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*
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*/
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UCLASS(meta=(ShowWorldContextPin))
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class SPACEBATTLER_API UPartySubsystem : public UGameInstanceSubsystem
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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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int32 SpawnParty(const float InVerticalSpacing, const float InHorizontalOffset, const float InHorizontalSpacing, const int InNumRows);
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UFUNCTION(BlueprintCallable)
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void AddToParty(UUnitInfo* UnitInfo);
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UFUNCTION(BlueprintCallable)
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TArray<FPartyMember> GetMembers();
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UFUNCTION(BlueprintCallable)
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TArray<UUnitInfo*> GetUnitsByTier(const int32 Tier) const;
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UFUNCTION(BlueprintCallable)
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void SetCredits(int32 Amount);
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UFUNCTION(BlueprintCallable)
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void SetMemberUnitInfo(FPartyMember& Member, UUnitInfo* UnitInfo);
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UFUNCTION(BlueprintCallable)
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bool AllocateMember(FPartyMember& Member);
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UFUNCTION(BlueprintCallable)
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bool DeallocateMember(FPartyMember& Member);
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UFUNCTION(BlueprintCallable)
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void SetMemberMax(FPartyMember& Member);
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UFUNCTION(BlueprintCallable)
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void ClearMember(FPartyMember& Member);
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UFUNCTION(BlueprintCallable)
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void SetMemberAvailable(FPartyMember& Member,int32 const Amount);
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UFUNCTION(BlueprintCallable)
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int32 GetMemberAvailable(FPartyMember& Member) const;
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UFUNCTION(BlueprintCallable)
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int32 GetMemberAllocated(FPartyMember& Member) const;
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UFUNCTION(BlueprintCallable)
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UUnitInfo* GetMemberUnitInfo(FPartyMember& Member) const;
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protected:
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void SpawnUnits();
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UPROPERTY()
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TArray<TSubclassOf<AActor>> SpawnQueue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FPartyMember> Members;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPrimaryDataAsset* SelectedGeneral;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int32 Credits;
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FTimerHandle SpawnTimerHandle;
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int32 LastSpawnIndex;
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int32 NumRows;
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int32 CurrentColumn;
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float HorizontalOffset;
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float VerticalSpacing;
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float HorizontalSpacing;
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};
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