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awesome_game/Source/TurnBasedTutorial/MyPlayerState.h

80 lines
1.7 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Trooper.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "MyPlayerState.generated.h"
/**
*
*/
UCLASS()
class TURNBASEDTUTORIAL_API AMyPlayerState : public APlayerState {
GENERATED_BODY()
public:
AMyPlayerState();
virtual void BeginPlay() override;
// virtual void Tick(float DeltaSeconds) override;
UFUNCTION(Client, Reliable)
void StartTurn();
UFUNCTION(Client, Reliable, BlueprintCallable)
void EndTurn();
UFUNCTION(Server, Reliable)
void MoveTrooper(ATrooper *Trooper, FVector Location);
UFUNCTION(Server, Reliable)
void Attack(ATrooper *Attacker,
FVector Location,
int ActionIndex);
// UFUNCTION(Client, Reliable)
// void CycleTurns() const;
UFUNCTION(BlueprintCallable)
bool IsMyTurn() const;
UFUNCTION()
void OnPlayerAction(const FHitResult &HitResult);
UFUNCTION(BlueprintCallable, Client, Reliable)
void SetCurrentAction(int Action);
UFUNCTION(BlueprintCallable)
uint8 GetPlayerIndex() const;
UFUNCTION()
void SetPlayerIndex(uint8 NewPlayerIndex);
UFUNCTION(Client, Reliable)
void SetEnemySelection(/*const TArray<AActor *> &Troopers*/) const;
private:
UPROPERTY(Replicated)
bool bIsSelectionInitialized = false;
UPROPERTY(Replicated)
uint8 PlayerIndex;
UFUNCTION()
void SetMyTurn(bool bMyTurn);
UPROPERTY(Replicated)
bool bIsMyTurn;
UPROPERTY(Replicated)
int CurrentAction = 0;
UPROPERTY(Replicated)
ATrooper *SelectedTrooper;
auto GetMyGameState() const;
};