#include "Kit/Config/PulseConfigEditor.h"
#include "Modules/ModuleManager.h"

class FMyGameEditorModule : public IModuleInterface
{
public:

	virtual void StartupModule() override
	{
		// Double clicking a loot table opens the config workshop. The class is named by path, so this module does not
		// have to load the game module first.
		Pulse::Editor::Kit::Config::FConfigAssetOptions options;
		options.Color = FLinearColor::FromSRGBColor(FColor(232, 156, 62));
		Pulse::Editor::Kit::Config::RegisterConfigAsset(TEXT("/Script/MyGame.MyLootTable"), options);
	}

	virtual void ShutdownModule() override
	{
		Pulse::Editor::Kit::Config::UnregisterConfigAsset(TEXT("/Script/MyGame.MyLootTable"));
	}
};

IMPLEMENT_MODULE(FMyGameEditorModule, MyGameEditor)
