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awesome_game/Source/TurnBasedTutorial/MyGameMode.cpp

45 lines
1.6 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();
}
AActor* AMyGameMode::ChoosePlayerStart_Implementation(AController* Player)
{
UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart %d"), GetNumPlayers());
InitializeSpawnPointsIfNeeded(Player);
auto ptr = *SpawnPoints.Find(GetNumPlayers());
UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart end %d"), ptr->GetPlayerIndex());
return ptr;
}
void AMyGameMode::InitializeSpawnPointsIfNeeded(AController* Player)
{
if (SpawnPoints.Num() != 0)
{
return;
}
auto World = GetWorld();
for (TActorIterator<AMyPlayerStart> PlayerStartIterator(GetWorld()); PlayerStartIterator; ++PlayerStartIterator)
{
auto PlayerStart = *PlayerStartIterator;
UClass* PawnClass = GetDefaultPawnClassForController(Player);
APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
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());
}
}
}