blaster/Source/Blaster/PlayerController/BlasterPlayerController.h

184 lines
4.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/PlayerState.h"
#include "BlasterPlayerController.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FHighPingDelegate, bool, bPingTooHigh);
/**
*
*/
UCLASS()
class BLASTER_API ABlasterPlayerController : public APlayerController
{
GENERATED_BODY()
public:
virtual void Tick(float DeltaTime) override;
virtual void OnPossess(APawn* InPawn) override;
virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
void HideTeamScores();
void InitTeamScores();
void SetHUDRedTeamScore(int32 RedScore);
void SetHUDBlueTeamScore(int32 BlueScore);
void SetDebugMsg1(FString Key, FString Value);
void SetDebugMsg2(FString Key, FString Value);
void SetDebugMsg3(FString Key, FString Value);
void SetDebugMsg4(FString Key, FString Value);
void SetDebugMsg5(FString Key, FString Value);
void SetDebugMsg6(FString Key, FString Value);
void SetDebugMsg7(FString Key, FString Value);
void SetHUDHealth(float Health, float MaxHealth);
void SetHUDShield(float Shield, float MaxShield);
void SetHUDScore(float Score);
void SetHUDDefeats(int32 Defeats);
void SetHUDWeaponAmmo(int32 Ammo);
void SetHUDCarriedAmmo(int32 Ammo);
void SetHUDGrenades(int32 Grenades);
void SetHUDMatchCountdown(float CountdownTime);
void SetHUDAnnouncementCountdown(float CountdownTime);
// Synced with server world clock
virtual float GetServerTime();
void OnMatchStateSet(FName State, bool bTeamsMatch = false);
void HandleCooldown();
float SingleTripTime = 0.f;
FHighPingDelegate HighPingDelegate;
void BroadcastElim(APlayerState* Attacker, APlayerState* Victim);
protected:
virtual void SetupInputComponent() override;
virtual void BeginPlay() override;
void CheckTimeSync(float DeltaTime);
void HandleMatchHasStarted(bool bTeamsMatch = false);
void SetHUDTime();
void PollInit();
// Sync time between client and server
// Requests the current server time, passing in the client's time when the request was sent
UFUNCTION(Server, Reliable)
void ServerRequestServerTime(float TimeOfClientRequest);
// Reports the current server time to the client in response to ServerRequestServerTime
UFUNCTION(Client, Reliable)
void ClientReportServerTime(float TimeOfClientRequest, float TimeServerReceivedClientRequest);
// Difference between client and server time
float ClientServerDelta = 0;
UPROPERTY(EditAnywhere, Category = Time)
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 Cooldown, float StartingTime);
void HighPingWarning();
void StopHighPingWarning();
void ShowReturnToMainMenu();
UFUNCTION(Client, Reliable)
void ClientElimAnnouncement(APlayerState* Attacker, APlayerState* Victim);
UPROPERTY(ReplicatedUsing = OnRep_ShowTeamScores)
bool bShowTeamScores = false;
UFUNCTION()
void OnRep_ShowTeamScores();
FString GetInfoText(const TArray<class ABlasterPlayerState*>& Players);
FString GetTeamsInfoText(class ABlasterGameState* BlasterGameState);
private:
UPROPERTY()
class UDebugWidget* DebugWidget;
UPROPERTY()
class ABlasterHUD* BlasterHUD;
// Return to main menu
UPROPERTY(EditAnywhere, Category = HUD)
TSubclassOf<class UUserWidget> ReturnToMainMenuWidget;
UPROPERTY()
class UReturnToMainMenu* ReturnToMainMenu;
bool bReturnToMainMenuOpen = false;
UPROPERTY()
class ABlasterGameMode* BlasterGameMode;
float LevelStartingTime = 0.f;
float MatchTime = 0.f;
float WarmupTime = 0.f;
float CooldownTime = 0.f;
uint32 CountdownInt = 0;
UPROPERTY(ReplicatedUsing=OnRep_MatchState)
FName MatchState;
UFUNCTION()
void OnRep_MatchState();
UPROPERTY()
class UCharacterOverlay* CharacterOverlay;
bool bInitializeHealth = false;
float HUDHealth;
float HUDMaxHealth;
bool bInitializeShield = false;
float HUDShield;
float HUDMaxShield;
bool bInitializeScore = false;
float HUDScore;
bool bInitializeDefeats = false;
int32 HUDDefeats;
bool bInitializeGrenades = false;
int32 HUDGrenades;
float bInitializeCarriedAmmo = false;
float HUDCarriedAmmo;
float bInitializeWeaponAmmo = false;
float HUDWeaponAmmo;
// High Ping Indicator
void CheckPing(float DeltaTime);
float HighPingRunningTime = 0.f;
UPROPERTY(EditAnywhere)
float HighPingDuration = 5.f;
float PingAnimationRunningTime = 0.f;
UPROPERTY(EditAnywhere)
float CheckPingFrequency = 20.f;
UFUNCTION(Server, Reliable)
void ServerReportPingStatus(bool bHighPing);
UPROPERTY(EditAnywhere)
float HighPingThreshold = 50.f;
};