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70 lines
1.5 KiB
70 lines
1.5 KiB
// 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 "MyPlayerState.h"
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#include "GameFramework/GameState.h"
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#include "MyGameState.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API AMyGameState : public AGameState {
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GENERATED_BODY()
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public:
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AMyGameState();
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virtual void BeginPlay() override;
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UFUNCTION(Server, Reliable)
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virtual void AddTrooper(ATrooper *Trooper);
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UFUNCTION(Server, Reliable)
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void StartGame();
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UFUNCTION(BlueprintCallable, Server, Reliable)
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virtual void CycleTurns();
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UFUNCTION(BlueprintPure)
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AMyPlayerState *PlayerInTurn() const;
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UFUNCTION(BlueprintPure)
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AMyPlayerState *PlayerNotInTurn() const;
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UFUNCTION()
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TArray<ATrooper *> GetTroopers() const;
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UFUNCTION()
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bool IsInTurn(uint8 PlayerIndex) const;
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UFUNCTION()
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bool IsGameStarted() const;
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UFUNCTION()
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void DecreaseLivingTroopers(int PlayerIndex);
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protected:
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UPROPERTY()
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bool IsMultiplayer = true;
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UPROPERTY(Replicated)
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bool bGameIsOver = false;
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UPROPERTY(Replicated)
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TArray<ATrooper *> Troopers;
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UPROPERTY(Replicated)
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TArray<int> LivingTroopersCount;
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UPROPERTY(Replicated)
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bool bGameStarted = false;
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UPROPERTY(Replicated)
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uint8 CurrentPlayerTurn{0};
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auto GetMyPlayerState(uint8 PlayerIndex) const;
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};
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