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awesome_game/Source/TurnBasedTutorial/MyGameMode.h

66 lines
1.4 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EngineUtils.h"
// #include "MyPlayerController.h"
#include "MyPlayerStart.h"
#include "GameFramework/GameMode.h"
#include "MyGameMode.generated.h"
UCLASS()
class TURNBASEDTUTORIAL_API AMyGameMode : public AGameMode {
GENERATED_BODY()
public:
AMyGameMode();
virtual AActor *
ChoosePlayerStart_Implementation(AController *Player) override;
virtual void PostLogin(APlayerController *NewPlayer) override;
virtual void BeginPlay() override;
//
// UFUNCTION(BlueprintCallable)
// void CycleTurns();
2 years ago
protected:
UPROPERTY()
TArray<UClass *> LoadedBpAssets;
UPROPERTY()
bool bIsMultiplayer = true;
void InitializeSpawnPointsIfNeeded(AController *Player);
UFUNCTION(Server, Reliable)
void InitializeBattleField();
UPROPERTY()
TMap<uint8, AMyPlayerStart *> SpawnPoints{};
// UPROPERTY()
// mutable TArray<ATrooper *> Troopers;
UFUNCTION(Server, Reliable)
void StartGame();
// UFUNCTION(BlueprintPure)
// AMyPlayerController *PlayerInTurn() const;
//
// UFUNCTION(BlueprintPure)
// AMyPlayerController *PlayerNotInTurn() const;
// UPROPERTY()
// uint8 CurrentPlayerTurn{0};
// UFUNCTION()
// AMyPlayerController *GetMyPlayerController(uint8 const PlayerIndex) const;
auto GetMyGameState() const;
};