blaster/Source/Blaster/GameState/BlasterGameState.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BlasterGameState.h"
#include "Blaster/PlayerState/BlasterPlayerState.h"
#include "Net/UnrealNetwork.h"
void ABlasterGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABlasterGameState, TopScoringPlayers);
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DOREPLIFETIME(ABlasterGameState, RedTeamScore);
DOREPLIFETIME(ABlasterGameState, BlueTeamScore);
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}
void ABlasterGameState::UpdateTopScore(ABlasterPlayerState* ScoringPlayer)
{
if (TopScoringPlayers.Num() == 0)
{
TopScoringPlayers.Add(ScoringPlayer);
TopScore = ScoringPlayer->GetScore();
}
else if (ScoringPlayer->GetScore() == TopScore)
{
TopScoringPlayers.AddUnique(ScoringPlayer);
}
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else if (ScoringPlayer->GetScore() > TopScore)
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{
TopScoringPlayers.Empty();
TopScoringPlayers.AddUnique(ScoringPlayer);
TopScore = ScoringPlayer->GetScore();
}
}
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void ABlasterGameState::OnRep_RedTeamScore()
{
}
void ABlasterGameState::OnRep_BlueTeamScore()
{
}