// 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 &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; };