You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
awesome_game/Source/TurnBasedTutorial/MyPlayerController.h

73 lines
1.8 KiB

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