89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterGameMode.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Blaster/PlayerState/BlasterPlayerState.h"
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#include "GameFramework/PlayerStart.h"
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#include "Kismet/GameplayStatics.h"
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ABlasterGameMode::ABlasterGameMode()
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{
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bDelayedStart = true;
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}
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void ABlasterGameMode::BeginPlay()
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{
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Super::BeginPlay();
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LevelStartingTime = GetWorld()->GetTimeSeconds();
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}
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void ABlasterGameMode::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (MatchState == MatchState::WaitingToStart)
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{
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CountDownTime = WarmupTime - GetWorld()->GetTimeSeconds() + LevelStartingTime;
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if (CountDownTime < 0.f)
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{
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StartMatch();
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}
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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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ABlasterPlayerState* AttackerPlayerState = AttackerController ? Cast<ABlasterPlayerState>(AttackerController->PlayerState) : nullptr;
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ABlasterPlayerState* VictimPlayerState = VictimController ? Cast<ABlasterPlayerState>(VictimController->PlayerState) : nullptr;
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if (AttackerPlayerState && AttackerPlayerState != VictimPlayerState)
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{
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AttackerPlayerState->IncreaseScore(1.f);
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}
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if (VictimPlayerState)
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{
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VictimPlayerState->IncreaseDefeats(1);
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}
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if (EliminatedCharacter)
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{
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EliminatedCharacter->Eliminated();
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}
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}
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void ABlasterGameMode::RequestRespawn(ACharacter* EliminatedCharacter, AController* EliminatedController)
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{
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if (EliminatedCharacter)
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{
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EliminatedCharacter->Reset();
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EliminatedCharacter->Destroy();
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}
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if (EliminatedController)
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{
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TArray<AActor*> PlayerStarts;
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UGameplayStatics::GetAllActorsOfClass(this, APlayerStart::StaticClass(), PlayerStarts);
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const int32 Selection = FMath::RandRange(0, PlayerStarts.Num() - 1);
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RestartPlayerAtPlayerStart(EliminatedController, PlayerStarts[Selection]);
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}
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}
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