#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "DBDTunableRowHandle.h"
#include "DBDTunableUtilities.generated.h"

class UObject;

UCLASS(Blueprintable)
class DEADBYDAYLIGHT_API UDBDTunableUtilities : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintPure)
	static float GetTunableValue(FName valueName);

	UFUNCTION(BlueprintPure)
	static float GetTunableRowHandleValue(const FDBDTunableRowHandle& rowHandle);

	UFUNCTION(BlueprintPure)
	static float GetSlasherTunableValue(const UObject* worldContextObject, FName valueName);

	UFUNCTION(BlueprintPure)
	static float GetEndGameTunableValue(FName valueName);

public:
	UDBDTunableUtilities();
};

FORCEINLINE uint32 GetTypeHash(const UDBDTunableUtilities) { return 0; }
