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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

61 lines
1.5 KiB
C++

// 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<FPlayTimeLimitModule>("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;
};