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awesome_game/Source/TurnBasedTutorial/MyPlayerController.h

68 lines
1.6 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
// #include "MyGameState.h"
#include "Trooper.h"
#include "GameFramework/PlayerController.h"
#include "MyPlayerController.generated.h"
// DECLARE_DYNAMIC_DELEGATE_OneParam(FOnMyTurnChangedDelegate, bool, bMyTurn);
UCLASS()
class TURNBASEDTUTORIAL_API AMyPlayerController : public APlayerController {
GENERATED_BODY()
public:
// FOnMyTurnChangedDelegate OnMyTurnChanged;
virtual void SetupInputComponent() override;
AMyPlayerController();
UFUNCTION(Client, Reliable)
void StartTurn();
UFUNCTION(Client, Reliable, BlueprintCallable)
void EndTurn();
UFUNCTION(Server, Reliable)
void MoveTrooper(ATrooper *Trooper, FVector Location);
// UFUNCTION(Server, Reliable)
// void AttackTrooper(ATrooper *Attacker, ATrooper *Victim);
UFUNCTION(Server, Reliable)
void Attack(ATrooper *Attacker, FVector Location, int ActionIndex);
UFUNCTION()
void SetPlayerIndex(uint8 NewPlayerIndex);
UFUNCTION(BlueprintCallable)
float SetCurrentActionAndReturnRadius(int action);
UFUNCTION(Client, Reliable)
void SetEnemySelection(const TArray<ATrooper *> &Troopers) const;
private:
UPROPERTY(Replicated)
bool bIsMyTurn;
UPROPERTY(Replicated)
int CurrentAction = 0;
UPROPERTY(Replicated)
uint8 PlayerIndex;
UPROPERTY(Replicated)
ATrooper *SelectedTrooper;
void OnLeftMouseClick();
void SetMyTurn(bool bMyTurn);
auto GetMyGameMode() const;
// AMyGameState *GetMyGameState() const;
};