reorg
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@ -2,11 +2,11 @@
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#include "BlasterAnimInstance.h"
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#include "BlasterAnimInstance.h"
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#include "BlasterCharacter.h"
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#include "BlasterCharacter.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Blaster/Types/CombatState.h"
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void UBlasterAnimInstance::NativeInitializeAnimation()
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void UBlasterAnimInstance::NativeInitializeAnimation()
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{
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{
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@ -108,8 +108,6 @@ void ABlasterCharacter::MulticastEliminated_Implementation()
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StartDissolve();
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StartDissolve();
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// Disable character movement
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// Disable character movement
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GetCharacterMovement()->DisableMovement();
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GetCharacterMovement()->StopMovementImmediately();
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bDisableGameplay = true;
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bDisableGameplay = true;
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// Disable collision
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// Disable collision
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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@ -153,7 +151,10 @@ void ABlasterCharacter::Destroyed()
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{
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{
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EliminationBotComponent->DestroyComponent();
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EliminationBotComponent->DestroyComponent();
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}
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}
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if (Combat && Combat->EquippedWeapon)
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ABlasterGameMode* BlasterGameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this));
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bool bMatchNotInProgress = BlasterGameMode && BlasterGameMode->GetMatchState() != MatchState::InProgress;
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if (Combat && Combat->EquippedWeapon && bMatchNotInProgress)
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{
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{
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Combat->EquippedWeapon->Destroy();
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Combat->EquippedWeapon->Destroy();
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}
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}
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@ -268,18 +268,7 @@ void ABlasterPlayerController::SetHUDTime()
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if (MatchState == MatchState::WaitingToStart) TimeLeft = WarmupTime - GetServerTime() + LevelStartingTime;
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if (MatchState == MatchState::WaitingToStart) TimeLeft = WarmupTime - GetServerTime() + LevelStartingTime;
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else if (MatchState == MatchState::InProgress) TimeLeft = WarmupTime + MatchTime - GetServerTime() + LevelStartingTime;
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else if (MatchState == MatchState::InProgress) TimeLeft = WarmupTime + MatchTime - GetServerTime() + LevelStartingTime;
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else if (MatchState == MatchState::Cooldown) TimeLeft = CooldownTime + WarmupTime + MatchTime - GetServerTime() + LevelStartingTime;
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else if (MatchState == MatchState::Cooldown) TimeLeft = CooldownTime + WarmupTime + MatchTime - GetServerTime() + LevelStartingTime;
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uint32 SecondsLeft = FMath::CeilToInt(TimeLeft);
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uint32 SecondsLeft = FMath::CeilToInt(TimeLeft);
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if (HasAuthority())
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{
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BlasterGameMode = BlasterGameMode == nullptr ? Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this)) : BlasterGameMode;
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if (BlasterGameMode)
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{
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SecondsLeft = FMath::CeilToInt(BlasterGameMode->GetCountdownTime() + LevelStartingTime);
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}
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}
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if (CountdownInt != SecondsLeft)
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if (CountdownInt != SecondsLeft)
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{
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{
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if (MatchState == MatchState::WaitingToStart || MatchState == MatchState::Cooldown)
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if (MatchState == MatchState::WaitingToStart || MatchState == MatchState::Cooldown)
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@ -379,7 +368,7 @@ void ABlasterPlayerController::HandleMatchHasStarted()
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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if (BlasterHUD)
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if (BlasterHUD)
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{
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{
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BlasterHUD->AddCharacterOverlay();
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if (BlasterHUD->CharacterOverlay == nullptr) BlasterHUD->AddCharacterOverlay();
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if (BlasterHUD->Announcement)
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if (BlasterHUD->Announcement)
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{
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{
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BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Hidden);
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BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Hidden);
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