92 lines
2.3 KiB
C++
92 lines
2.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterPlayerState.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Net/UnrealNetwork.h"
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void ABlasterPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABlasterPlayerState, Defeats);
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DOREPLIFETIME(ABlasterPlayerState, Team);
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}
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void ABlasterPlayerState::IncreaseScore(float ScoreAmount)
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{
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SetScore(GetScore() + ScoreAmount);
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
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{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDScore(GetScore());
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}
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}
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}
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void ABlasterPlayerState::OnRep_Score()
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{
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Super::OnRep_Score();
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
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{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDScore(GetScore());
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}
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}
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}
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void ABlasterPlayerState::IncreaseDefeats(int32 DefeatsAmount)
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{
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Defeats += DefeatsAmount;
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
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{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDDefeats(Defeats);
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}
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}
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}
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void ABlasterPlayerState::OnRep_Defeats()
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{
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
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{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDDefeats(Defeats);
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}
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}
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}
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void ABlasterPlayerState::SetTeam(ETeam TeamToSet)
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{
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Team = TeamToSet;
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ABlasterCharacter* BCharacter = Cast<ABlasterCharacter>(GetPawn());
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if (BCharacter)
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{
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BCharacter->SetTeamColor(Team);
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}
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}
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void ABlasterPlayerState::OnRep_Team()
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{
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ABlasterCharacter* BCharacter = Cast<ABlasterCharacter>(GetPawn());
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if (BCharacter)
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{
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BCharacter->SetTeamColor(Team);
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}
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}
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