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awesome_game/Source/TurnBasedTutorial/MyGameState.cpp

88 lines
3.3 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyGameState.h"
// #include "MyPlayerController.h"
// #include "Trooper.h"
// #include "Kismet/GameplayStatics.h"
// void AMyGameState::InitializeBattleField() const {
// UE_LOG(LogTemp, Warning, TEXT("InitializeBattleField"));
// FVector Location(2000.0f, -1000.0f, 0.0f);
// FRotator Rotation(0.0f, 180.0f, 0.0f);
//
// uint8 TrooperCount = 0;
//
// TArray<const TCHAR *> bpPaths{
// TEXT(
// "Blueprint'/Game/Troopers/TrooperSkeletonMelee.TrooperSkeletonMelee_C'"
// ),
// TEXT("Blueprint'/Game/Troopers/TrooperWizard.TrooperWizard_C'")
// };
// TArray<UClass *> LoadedBpAssets;
// for (int i = 0; i < bpPaths.Num(); ++i) {
// TSoftClassPtr<ATrooper> ActorBpClass = TSoftClassPtr<ATrooper>(
// FSoftObjectPath(bpPaths[i])
// );
// LoadedBpAssets.Push(ActorBpClass.LoadSynchronous());
// }
//
// for (int i = 0; i < 5; ++i) {
// FTransform SpawnLocationAndRotation(Rotation);
// SpawnLocationAndRotation.SetLocation(Location);
// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// LoadedBpAssets[i % 2], SpawnLocationAndRotation);
// // AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// // ATrooper::StaticClass(), SpawnLocationAndRotation);
// dynamic_cast<ATrooper *>(Spawned)->Initialize(
// 0, Location, TrooperCount++);
// Spawned->FinishSpawning(SpawnLocationAndRotation);
// Spawned->SetActorLocation(Location);
// Location += {0.f, 500.f, 0.0f};
// }
// Location = {-2000.0f, -1000.0f, 0.0f};
// Rotation = {0.0f, 0.0f, 0.0f};
// for (int i = 0; i < 5; ++i) {
// FTransform SpawnLocationAndRotation(Rotation);
// SpawnLocationAndRotation.SetLocation(Location);
// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// LoadedBpAssets[i % 2], SpawnLocationAndRotation);
// // AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// // ATrooper::StaticClass(), SpawnLocationAndRotation);
// dynamic_cast<ATrooper *>(Spawned)->Initialize(
// 1, Location, TrooperCount++);
// Spawned->FinishSpawning(SpawnLocationAndRotation);
// Spawned->SetActorLocation(Location);
// Location += {0.f, 500.f, 0.0f};
// }
// }
// AMyPlayerController *AMyGameState::GetMyPlayerController(
// uint8 const PlayerIndex) const {
// return dynamic_cast<AMyPlayerController *>(
// UGameplayStatics::GetPlayerController(GetWorld(), PlayerIndex));
// }
//
// void AMyGameState::StartGame() {
// // InitializeBattleField();
// PlayerInTurn()->StartTurn();
// }
//
// void AMyGameState::CycleTurns() {
// PlayerInTurn()->EndTurn();
// if (CurrentPlayerTurn == 0) {
// CurrentPlayerTurn = 1;
// } else {
// CurrentPlayerTurn = 0;
// }
// PlayerInTurn()->StartTurn();
// }
//
// AMyPlayerController *AMyGameState::PlayerInTurn() const {
// return GetMyPlayerController(CurrentPlayerTurn);
// }
//
// AMyPlayerController *AMyGameState::PlayerNotInTurn() const {
// return GetMyPlayerController(CurrentPlayerTurn == 0 ? 1 : 0);
// }