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.
78 lines
1.6 KiB
78 lines
1.6 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;
|
|
|
|
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,
|
|
const TArray<ATrooper *> &Troopers);
|
|
|
|
// 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<ATrooper *> &Troopers) const;
|
|
|
|
|
|
private:
|
|
|
|
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;
|
|
};
|