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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameMode.h"
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#include "Kismet/GameplayStatics.h"
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AMyGameMode::AMyGameMode() : Super()
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{
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UE_LOG(LogTemp, Warning, TEXT("GameMode Constructor"));
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GameStateClass = AMyGameState::StaticClass();
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PlayerControllerClass = AMyPlayerController::StaticClass();
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DefaultPawnClass = AMyPawn::StaticClass();
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}
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void AMyGameMode::BeginPlay()
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{
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Super::BeginPlay();
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ATrooper::InitNumberOfTroopersForId();
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UE_LOG(LogTemp, Warning, TEXT("GameMode BeginPlay"));
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if (GetWorld()->GetMapName().Contains("BattleFieldMap"))
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{
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UE_LOG(LogTemp, Warning, TEXT("Player Logined"));
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InitializeBattleField();
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GetPlayerController()->StartTurn();
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}
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}
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void AMyGameMode::InitializeBattleField() const
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{
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FVector Location(2000.0f, -1000.0f, 0.0f);
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FRotator Rotation(0.0f, 180.0f, 0.0f);
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FActorSpawnParameters const SpawnInfo;
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for (int i = 0; i < 5; ++i)
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{
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AActor* Spawned = GetWorld()->SpawnActor<ATrooper>(Location, Rotation, SpawnInfo);
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dynamic_cast<ATrooper*>(Spawned)->InitTrooper(Location, true);
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Location += {0.f, 500.f, 0.0f};
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}
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Location = {-2000.0f, -1000.0f, 0.0f};
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Rotation = {0.0f, 0.0f, 0.0f};
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for (int i = 0; i < 5; ++i)
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{
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AActor* Spawned = GetWorld()->SpawnActor<ATrooper>(Location, Rotation, SpawnInfo);
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dynamic_cast<ATrooper*>(Spawned)->InitTrooper(Location, false);
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Location += {0.f, 500.f, 0.0f};
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}
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}
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AActor* AMyGameMode::ChoosePlayerStart_Implementation(AController* Player)
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{
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart %d"), GetNumPlayers());
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InitializeSpawnPointsIfNeeded(Player);
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const auto CurrentPlayerStart = *SpawnPoints.Find(GetNumPlayers());
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart end %d"), CurrentPlayerStart->GetPlayerIndex());
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return CurrentPlayerStart;
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}
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void AMyGameMode::InitializeSpawnPointsIfNeeded(AController* Player)
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{
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if (SpawnPoints.Num() != 0)
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{
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return;
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}
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const auto World = GetWorld();
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for (TActorIterator<AMyPlayerStart> PlayerStartIterator(GetWorld()); PlayerStartIterator; ++PlayerStartIterator)
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{
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const auto PlayerStart = *PlayerStartIterator;
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const UClass* PawnClass = GetDefaultPawnClassForController(Player);
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const APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
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const FVector ActorLocation = PlayerStart->GetActorLocation();
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const FRotator ActorRotation = PlayerStart->GetActorRotation();
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if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation))
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{
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SpawnPoints.Add(PlayerStartIterator->GetPlayerIndex(), *PlayerStartIterator);
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UE_LOG(LogTemp, Warning, TEXT("PlayerStart unoccupied iterator %d"), PlayerStartIterator->GetPlayerIndex());
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}
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}
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}
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AMyPlayerController* AMyGameMode::GetPlayerController() const
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{
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return dynamic_cast<AMyPlayerController*>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
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}
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