122 - On Match State Set
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@ -35,6 +35,20 @@ void ABlasterGameMode::Tick(float DeltaSeconds)
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}
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}
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void ABlasterGameMode::OnMatchStateSet()
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{
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Super::OnMatchStateSet();
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for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
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{
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ABlasterPlayerController* PlayerController = Cast<ABlasterPlayerController>(*Iterator);
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if (PlayerController)
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{
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PlayerController->OnMatchStateSet(MatchState);
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}
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}
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}
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void ABlasterGameMode::PlayerEliminated(ABlasterCharacter* EliminatedCharacter, ABlasterPlayerController* VictimController,
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ABlasterPlayerController* AttackerController)
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{
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@ -28,6 +28,7 @@ public:
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protected:
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virtual void BeginPlay() override;
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virtual void OnMatchStateSet() override;
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private:
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float CountDownTime = 0.f;
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@ -9,8 +9,6 @@
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void ABlasterHUD::BeginPlay()
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{
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Super::BeginPlay();
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AddCharacterOverlay();
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}
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void ABlasterHUD::AddCharacterOverlay()
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@ -31,6 +31,7 @@ class BLASTER_API ABlasterHUD : public AHUD
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public:
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virtual void DrawHUD() override;
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void AddCharacterOverlay();
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UPROPERTY(EditAnywhere, Category = "Player Stats")
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TSubclassOf<class UUserWidget> CharacterOverlayClass;
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@ -41,7 +42,6 @@ public:
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protected:
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virtual void BeginPlay() override;
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void AddCharacterOverlay();
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private:
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FHUDPackage HUDPackage;
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@ -8,6 +8,8 @@
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#include "Blaster/HUD/CharacterOverlay.h"
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#include "Components/ProgressBar.h"
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#include "Components/TextBlock.h"
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#include "GameFramework/GameMode.h"
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#include "Net/UnrealNetwork.h"
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void ABlasterPlayerController::BeginPlay()
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@ -17,12 +19,19 @@ void ABlasterPlayerController::BeginPlay()
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BlasterHUD = Cast<ABlasterHUD>(GetHUD());
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}
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void ABlasterPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABlasterPlayerController, MatchState);
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}
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void ABlasterPlayerController::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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PollInit();
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SetHUDTime();
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CheckTimeSync(DeltaSeconds);
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}
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@ -63,6 +72,32 @@ float ABlasterPlayerController::GetServerTime()
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return GetWorld()->GetTimeSeconds() + ClientServerDelta;
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}
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void ABlasterPlayerController::OnMatchStateSet(FName State)
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{
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MatchState = State;
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if (MatchState == MatchState::InProgress)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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if (BlasterHUD)
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{
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BlasterHUD->AddCharacterOverlay();
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}
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}
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}
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void ABlasterPlayerController::OnRep_MatchState()
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{
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if (MatchState == MatchState::InProgress)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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if (BlasterHUD)
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{
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BlasterHUD->AddCharacterOverlay();
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}
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}
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}
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void ABlasterPlayerController::ServerRequestServerTime_Implementation(float TimeOfClientRequest)
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{
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const float ServerTimeOfReceipt = GetWorld()->GetTimeSeconds();
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@ -89,14 +124,27 @@ void ABlasterPlayerController::SetHUDTime()
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CountdownInt = SecondsLeft;
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}
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void ABlasterPlayerController::PollInit()
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{
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if (CharacterOverlay == nullptr)
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{
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if (BlasterHUD && BlasterHUD->CharacterOverlay)
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{
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CharacterOverlay = BlasterHUD->CharacterOverlay;
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if (CharacterOverlay)
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{
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SetHUDHealth(HUDHealth, HUDMaxHealth);
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SetHUDScore(HUDScore);
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SetHUDDefeats(HUDDefeats);
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}
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}
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}
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}
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void ABlasterPlayerController::SetHUDHealth(float Health, float MaxHealth)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->HealthBar &&
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BlasterHUD->CharacterOverlay->HealthText;
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bool bHUDValid = CharacterOverlay && CharacterOverlay->HealthBar && CharacterOverlay->HealthText;
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if (bHUDValid)
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{
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@ -105,45 +153,52 @@ void ABlasterPlayerController::SetHUDHealth(float Health, float MaxHealth)
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const FString HealthText = FString::Printf(TEXT("%d/%d"), FMath::CeilToInt(Health), FMath::CeilToInt(MaxHealth));
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BlasterHUD->CharacterOverlay->HealthText->SetText(FText::FromString(HealthText));
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}
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else
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{
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bInitializeCharacterOverlay = true;
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HUDHealth = Health;
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HUDMaxHealth = MaxHealth;
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}
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}
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void ABlasterPlayerController::SetHUDScore(float Score)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->ScoreValue;
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bool bHUDValid =CharacterOverlay && CharacterOverlay->ScoreValue;
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if (bHUDValid)
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{
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const FString ScoreAmount = FString::Printf(TEXT("%d"), FMath::FloorToInt(Score));
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BlasterHUD->CharacterOverlay->ScoreValue->SetText(FText::FromString(ScoreAmount));
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}
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else
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{
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bInitializeCharacterOverlay = true;
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HUDScore = Score;
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}
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}
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void ABlasterPlayerController::SetHUDDefeats(int32 Defeats)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->DefeatsValue;
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bool bHUDValid = CharacterOverlay && CharacterOverlay->DefeatsValue;
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if (bHUDValid)
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{
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const FString DefeatsAmount = FString::Printf(TEXT("%d"), Defeats);
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BlasterHUD->CharacterOverlay->DefeatsValue->SetText(FText::FromString(DefeatsAmount));
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}
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else
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{
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bInitializeCharacterOverlay = true;
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HUDDefeats = Defeats;
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}
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}
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void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->WeaponAmmoValue;
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bool bHUDValid = CharacterOverlay && CharacterOverlay->WeaponAmmoValue;
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if (bHUDValid)
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{
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@ -155,10 +210,7 @@ void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo)
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void ABlasterPlayerController::SetHUDCarriedAmmo(int32 Ammo)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->CarriedAmmoValue;
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bool bHUDValid = CharacterOverlay && CharacterOverlay->CarriedAmmoValue;
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if (bHUDValid)
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{
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@ -170,15 +222,12 @@ void ABlasterPlayerController::SetHUDCarriedAmmo(int32 Ammo)
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void ABlasterPlayerController::SetHUDMatchCountdown(float CountdownTime)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->MatchCountdownText;
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bool bHUDValid = CharacterOverlay && CharacterOverlay->MatchCountdownText;
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if (bHUDValid)
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{
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int32 Minutes = FMath::FloorToInt(CountdownTime / 60);
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int32 Seconds = CountdownTime - Minutes * 60;
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const int32 Minutes = FMath::FloorToInt(CountdownTime / 60);
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const int32 Seconds = CountdownTime - Minutes * 60;
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const FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
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BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText::FromString(CountdownText));
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@ -19,6 +19,7 @@ public:
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virtual void Tick(float DeltaSeconds) override;
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virtual void OnPossess(APawn* InPawn) override;
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virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void SetHUDHealth(float Health, float MaxHealth);
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void SetHUDScore(float Score);
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@ -30,11 +31,14 @@ public:
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// Synced with server world clock
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virtual float GetServerTime();
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void OnMatchStateSet(FName State);
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protected:
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virtual void BeginPlay() override;
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void CheckTimeSync(float DeltaSeconds);
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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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@ -60,4 +64,20 @@ private:
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float MatchTime = 120.f;
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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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};
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