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awesome_game/Source/TurnBasedTutorial/MyGameState.cpp

71 lines
2.0 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyGameState.h"
#include "MyPlayerState.h"
#include "Trooper.h"
#include "Net/UnrealNetwork.h"
auto AMyGameState::GetMyPlayerState(uint8 PlayerIndex) const {
return Cast<AMyPlayerState>(PlayerArray[PlayerIndex]);
}
void AMyGameState::BeginPlay() {
Super::BeginPlay();
}
void AMyGameState::AddTrooper(ATrooper *Trooper) {
Troopers.Add(Trooper);
}
void AMyGameState::StartGame_Implementation() const {
PlayerNotInTurn()->SetEnemySelection(Troopers);
PlayerInTurn()->SetEnemySelection(Troopers);
PlayerInTurn()->StartTurn();
}
// void AMyGameState::StartGame() const {
// PlayerNotInTurn()->SetEnemySelection(Troopers);
// PlayerInTurn()->SetEnemySelection(Troopers);
// PlayerInTurn()->StartTurn();
// }
void AMyGameState::CycleTurns_Implementation() {
PlayerInTurn()->EndTurn();
for (const auto Trooper : Troopers) {
if (Trooper != nullptr) {
Trooper->ResetActionPoints();
}
}
CurrentPlayerTurn = !CurrentPlayerTurn;
PlayerInTurn()->StartTurn();
}
// void AMyGameState::CycleTurns(uint8 CurrentPlayerIndex) {
// if (CurrentPlayerTurn == CurrentPlayerIndex) {
// PlayerInTurn()->EndTurn();
// for (const auto Trooper : Troopers) {
// if (Trooper != nullptr) {
// Trooper->ResetActionPoints();
// }
// }
// CurrentPlayerTurn = !CurrentPlayerTurn;
// PlayerInTurn()->StartTurn();
// }
// }
AMyPlayerState *AMyGameState::PlayerInTurn() const {
return GetMyPlayerState(CurrentPlayerTurn);
}
AMyPlayerState *AMyGameState::PlayerNotInTurn() const {
return GetMyPlayerState(!CurrentPlayerTurn);
}
void AMyGameState::GetLifetimeReplicatedProps(
TArray<FLifetimeProperty> &OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyGameState, Troopers);
DOREPLIFETIME(AMyGameState, CurrentPlayerTurn);
}