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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Trooper.h"
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#include "GameFramework/PlayerController.h"
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#include "MyPlayerController.generated.h"
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// DECLARE_DYNAMIC_DELEGATE_OneParam(FOnMyTurnChangedDelegate, bool, bMyTurn);
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UCLASS()
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class TURNBASEDTUTORIAL_API AMyPlayerController : public APlayerController {
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GENERATED_BODY()
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public:
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// FOnMyTurnChangedDelegate OnMyTurnChanged;
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virtual void SetupInputComponent() override;
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AMyPlayerController();
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UFUNCTION(BlueprintCallable)
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void EndTurn();
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// UFUNCTION(Client, Reliable)
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// void StartTurn();
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// UFUNCTION(Client, Reliable, BlueprintCallable)
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// void EndTurn();
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//
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// UFUNCTION(Server, Reliable)
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// void MoveTrooper(ATrooper *Trooper, FVector Location);
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//
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// // // UFUNCTION(Server, Reliable)
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// // // void AttackTrooper(ATrooper *Attacker, ATrooper *Victim);
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//
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// UFUNCTION(Server, Reliable)
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// void Attack(ATrooper *Attacker, FVector Location, int ActionIndex);
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UFUNCTION()
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void SetPlayerIndex(uint8 NewPlayerIndex);
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// UFUNCTION(BlueprintCallable)
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// float SetCurrentActionAndReturnRadius(int action);
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UFUNCTION(Client, Reliable)
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void SetEnemySelection(const TArray<ATrooper *> &Troopers) const;
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private:
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// UPROPERTY(Replicated)
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// bool bIsMyTurn;
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//
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// UPROPERTY(Replicated)
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// int CurrentAction = 0;
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//
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UPROPERTY(Replicated)
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uint8 PlayerIndex;
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//
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// UPROPERTY(Replicated)
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// ATrooper *SelectedTrooper;
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UFUNCTION()
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void OnLeftMouseClick();
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// void SetMyTurn(bool bMyTurn);
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auto GetMyGameMode() const;
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auto GetMyGameState() const;
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auto GetMyPlayerState() const;
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};
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