2022-05-05 15:57:57 +00:00
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// 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 "GameFramework/PlayerController.h"
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#include "BlasterPlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API ABlasterPlayerController : public APlayerController
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{
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GENERATED_BODY()
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2022-05-07 10:03:33 +00:00
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public:
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2022-05-12 13:37:49 +00:00
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virtual void Tick(float DeltaTime) override;
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2022-05-10 08:40:23 +00:00
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virtual void OnPossess(APawn* InPawn) override;
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2022-05-10 09:14:54 +00:00
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virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible
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2022-05-10 10:42:09 +00:00
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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2022-05-12 15:05:30 +00:00
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void SetDebugMsg1(FString Key, FString Value);
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void SetDebugMsg2(FString Key, FString Value);
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void SetDebugMsg3(FString Key, FString Value);
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void SetDebugMsg4(FString Key, FString Value);
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void SetDebugMsg5(FString Key, FString Value);
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void SetDebugMsg6(FString Key, FString Value);
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void SetDebugMsg7(FString Key, FString Value);
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2022-05-07 10:03:33 +00:00
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void SetHUDHealth(float Health, float MaxHealth);
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2022-05-09 14:33:48 +00:00
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void SetHUDScore(float Score);
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2022-05-09 15:16:41 +00:00
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void SetHUDDefeats(int32 Defeats);
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2022-05-09 16:39:41 +00:00
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void SetHUDWeaponAmmo(int32 Ammo);
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2022-05-09 17:35:28 +00:00
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void SetHUDCarriedAmmo(int32 Ammo);
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2022-05-10 08:40:23 +00:00
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void SetHUDMatchCountdown(float CountdownTime);
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2022-05-10 12:23:23 +00:00
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void SetHUDAnnouncementCountdown(float CountdownTime);
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// Synced with server world clock
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virtual float GetServerTime();
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2022-05-10 10:42:09 +00:00
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void OnMatchStateSet(FName State);
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2022-05-10 12:55:02 +00:00
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void HandleCooldown();
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2022-05-07 10:03:33 +00:00
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protected:
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virtual void BeginPlay() override;
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void CheckTimeSync(float DeltaTime);
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2022-05-10 11:31:39 +00:00
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void HandleMatchHasStarted();
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void SetHUDTime();
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void PollInit();
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// Sync time between client and server
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// Requests the current server time, passing in the client's time when the request was sent
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UFUNCTION(Server, Reliable)
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void ServerRequestServerTime(float TimeOfClientRequest);
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// Reports the current server time to the client in response to ServerRequestServerTime
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UFUNCTION(Client, Reliable)
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void ClientReportServerTime(float TimeOfClientRequest, float TimeServerReceivedClientRequest);
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// Difference between client and server time
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float ClientServerDelta = 0;
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UPROPERTY(EditAnywhere, Category = Time)
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float TimeSyncFrequency = 5.f;
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float TimeSyncRunningTime = 0.f;
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UFUNCTION(Server, Reliable)
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void ServerCheckMatchState();
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UFUNCTION(Client, Reliable)
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void ClientJoinMidgame(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime);
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private:
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UPROPERTY()
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class UDebugWidget* DebugWidget;
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UPROPERTY()
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class ABlasterHUD* BlasterHUD;
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2022-05-10 13:29:00 +00:00
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UPROPERTY()
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class ABlasterGameMode* BlasterGameMode;
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2022-05-10 12:23:23 +00:00
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float LevelStartingTime = 0.f;
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float MatchTime = 0.f;
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float WarmupTime = 0.f;
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2022-05-10 13:29:00 +00:00
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float CooldownTime = 0.f;
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2022-05-10 08:40:23 +00:00
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uint32 CountdownInt = 0;
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UPROPERTY(ReplicatedUsing=OnRep_MatchState)
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FName MatchState;
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UFUNCTION()
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void OnRep_MatchState();
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UPROPERTY()
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class UCharacterOverlay* CharacterOverlay;
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bool bInitializeCharacterOverlay = false;
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float HUDHealth;
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float HUDMaxHealth;
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float HUDScore;
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int32 HUDDefeats;
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2022-05-05 15:57:57 +00:00
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};
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