187 lines
5.2 KiB
C++
187 lines
5.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterPlayerController.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/HUD/BlasterHUD.h"
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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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void ABlasterPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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BlasterHUD = Cast<ABlasterHUD>(GetHUD());
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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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SetHUDTime();
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CheckTimeSync(DeltaSeconds);
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}
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void ABlasterPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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if (const ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(InPawn))
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{
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SetHUDHealth(BlasterCharacter->GetHealth(), BlasterCharacter->GetMaxHealth());
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}
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}
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void ABlasterPlayerController::ReceivedPlayer()
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{
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Super::ReceivedPlayer();
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if (IsLocalController())
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{
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ServerRequestServerTime(GetWorld()->GetTimeSeconds());
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}
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}
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void ABlasterPlayerController::CheckTimeSync(float DeltaSeconds)
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{
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TimeSyncRunningTime += DeltaSeconds;
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if (IsLocalController() && TimeSyncRunningTime > TimeSyncFrequency)
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{
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ServerRequestServerTime(GetWorld()->GetTimeSeconds());
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TimeSyncRunningTime = 0.f;
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}
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}
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float ABlasterPlayerController::GetServerTime()
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{
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if (HasAuthority()) return GetWorld()->GetTimeSeconds();
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return GetWorld()->GetTimeSeconds() + ClientServerDelta;
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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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ClientReportServerTime(TimeOfClientRequest, ServerTimeOfReceipt);
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}
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void ABlasterPlayerController::ClientReportServerTime_Implementation(float TimeOfClientRequest, float TimeServerReceivedClientRequest)
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{
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const float RoundTripTime = GetWorld()->GetTimeSeconds() - TimeOfClientRequest;
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const float CurrentServerTime = TimeServerReceivedClientRequest + 0.5f * RoundTripTime;
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ClientServerDelta = CurrentServerTime - GetWorld()->GetTimeSeconds();
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}
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void ABlasterPlayerController::SetHUDTime()
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{
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const uint32 SecondsLeft = FMath::CeilToInt(MatchTime - GetServerTime());
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if (CountdownInt != SecondsLeft)
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{
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SetHUDMatchCountdown(MatchTime - GetServerTime());
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}
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CountdownInt = SecondsLeft;
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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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if (bHUDValid)
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{
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const float HealthPercent = Health / MaxHealth;
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BlasterHUD->CharacterOverlay->HealthBar->SetPercent(HealthPercent);
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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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}
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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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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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}
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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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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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}
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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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if (bHUDValid)
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{
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const FString WeaponAmmoAmount = FString::Printf(TEXT("%d"), Ammo);
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BlasterHUD->CharacterOverlay->WeaponAmmoValue->SetText(FText::FromString(WeaponAmmoAmount));
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}
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}
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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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if (bHUDValid)
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{
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const FString CarriedAmmoAmount = FString::Printf(TEXT("%d"), Ammo);
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BlasterHUD->CharacterOverlay->CarriedAmmoValue->SetText(FText::FromString(CarriedAmmoAmount));
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}
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}
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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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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 FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
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BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText::FromString(CountdownText));
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}
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}
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