124 - Updating Warmup Time

This commit is contained in:
Kingsmedia 2022-05-10 14:23:23 +02:00
parent 9f8760f862
commit 85f667c086
3 changed files with 71 additions and 10 deletions

View File

@ -23,6 +23,8 @@ public:
UPROPERTY(EditDefaultsOnly)
float WarmupTime = 10.f;
UPROPERTY(EditDefaultsOnly)
float MatchTime = 120.f;
float LevelStartingTime = 0.f;

View File

@ -4,24 +4,23 @@
#include "BlasterPlayerController.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/GameMode/BlasterGameMode.h"
#include "Blaster/HUD/Announcement.h"
#include "Blaster/HUD/BlasterHUD.h"
#include "Blaster/HUD/CharacterOverlay.h"
#include "Components/ProgressBar.h"
#include "Components/TextBlock.h"
#include "GameFramework/GameMode.h"
#include "Kismet/GameplayStatics.h"
#include "Net/UnrealNetwork.h"
void ABlasterPlayerController::BeginPlay()
{
Super::BeginPlay();
BlasterHUD = Cast<ABlasterHUD>(GetHUD());
if (BlasterHUD)
{
BlasterHUD->AddAnnouncementOverlay();
}
ServerCheckMatchState();
}
void ABlasterPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
@ -34,10 +33,10 @@ void ABlasterPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProper
void ABlasterPlayerController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
PollInit();
SetHUDTime();
CheckTimeSync(DeltaSeconds);
PollInit();
}
void ABlasterPlayerController::OnPossess(APawn* InPawn)
@ -108,6 +107,34 @@ void ABlasterPlayerController::OnRep_MatchState()
}
}
void ABlasterPlayerController::ServerCheckMatchState_Implementation()
{
ABlasterGameMode* GameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this));
if (GameMode)
{
LevelStartingTime = GameMode->LevelStartingTime;
WarmupTime = GameMode->WarmupTime;
MatchTime = GameMode->MatchTime;
MatchState = GameMode->GetMatchState();
ClientJoinMidGame(MatchState, WarmupTime, MatchTime, LevelStartingTime);
}
}
void ABlasterPlayerController::ClientJoinMidGame_Implementation(FName StateOfMatch, float Warmup, float Match, float StartingTime)
{
LevelStartingTime = StartingTime;
WarmupTime = Warmup;
MatchTime = Match;
MatchState = StateOfMatch;
OnMatchStateSet(MatchState);
if (BlasterHUD && MatchState == MatchState::WaitingToStart)
{
BlasterHUD->AddAnnouncementOverlay();
}
}
void ABlasterPlayerController::ServerRequestServerTime_Implementation(float TimeOfClientRequest)
{
const float ServerTimeOfReceipt = GetWorld()->GetTimeSeconds();
@ -124,11 +151,15 @@ void ABlasterPlayerController::ClientReportServerTime_Implementation(float TimeO
void ABlasterPlayerController::SetHUDTime()
{
const uint32 SecondsLeft = FMath::CeilToInt(MatchTime - GetServerTime());
float TimeLeft = 0.f;
if (MatchState == MatchState::WaitingToStart) TimeLeft = WarmupTime - GetServerTime() + LevelStartingTime;
else if (MatchState == MatchState::InProgress) TimeLeft = WarmupTime + MatchTime - GetServerTime() + LevelStartingTime;
const uint32 SecondsLeft = FMath::CeilToInt(TimeLeft);
if (CountdownInt != SecondsLeft)
{
SetHUDMatchCountdown(MatchTime - GetServerTime());
if (MatchState == MatchState::WaitingToStart) SetHUDAnnouncementCountdown(TimeLeft);
if (MatchState == MatchState::InProgress) SetHUDMatchCountdown(TimeLeft);
}
CountdownInt = SecondsLeft;
@ -243,3 +274,22 @@ void ABlasterPlayerController::SetHUDMatchCountdown(float CountdownTime)
BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText::FromString(CountdownText));
}
}
void ABlasterPlayerController::SetHUDAnnouncementCountdown(float CountdownTime)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->Announcement &&
BlasterHUD->Announcement->AnnouncementText &&
BlasterHUD->Announcement->WarmupTime;
if (bHUDValid)
{
const int32 Minutes = FMath::FloorToInt(CountdownTime / 60);
const int32 Seconds = CountdownTime - Minutes * 60;
const FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
BlasterHUD->Announcement->WarmupTime->SetText(FText::FromString(CountdownText));
}
}

View File

@ -27,6 +27,7 @@ public:
void SetHUDWeaponAmmo(int32 Ammo);
void SetHUDCarriedAmmo(int32 Ammo);
void SetHUDMatchCountdown(float CountdownTime);
void SetHUDAnnouncementCountdown(float CountdownTime);
// Synced with server world clock
virtual float GetServerTime();
@ -58,12 +59,20 @@ protected:
float TimeSyncFrequency = 5.f;
float TimeSyncRunningTime = 0.f;
UFUNCTION(Server, Reliable)
void ServerCheckMatchState();
UFUNCTION(Client, Reliable)
void ClientJoinMidGame(FName StateOfMatch, float Warmup, float Match, float StartingTime);
private:
UPROPERTY()
class ABlasterHUD* BlasterHUD;
float MatchTime = 120.f;
float LevelStartingTime = 0.f;
float MatchTime = 0.f;
float WarmupTime = 0.f;
uint32 CountdownInt = 0;
UPROPERTY(ReplicatedUsing=OnRep_MatchState)