// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" PLAYTIMELIMIT_API DECLARE_LOG_CATEGORY_EXTERN(LogPlayTimeLimit, Log, All); /** * Module for reducing rewards based on play time */ class FPlayTimeLimitModule : public IModuleInterface, public FSelfRegisteringExec { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline FPlayTimeLimitModule& Get() { return FModuleManager::LoadModuleChecked("PlayTimeLimit"); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("PlayTimeLimit"); } protected: // FSelfRegisteringExec virtual bool Exec_Runtime(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override; private: // IModuleInterface /** * Called when party module is loaded * Initialize platform specific parts of voice handling */ virtual void StartupModule() override; /** * Called when party module is unloaded * Shutdown platform specific parts of voice handling */ virtual void ShutdownModule() override; /** Is this feature enabled? */ bool bPlayTimeLimitEnabled = false; };