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awesome_game/Source/TurnBasedTutorial/MyGameMode.cpp

86 lines
2.8 KiB

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