597 lines
18 KiB
C++
597 lines
18 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/Components/CombatComponent.h"
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#include "Blaster/GameMode/BlasterGameMode.h"
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#include "Blaster/GameState/BlasterGameState.h"
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#include "Blaster/HUD/Announcement.h"
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#include "Blaster/HUD/BlasterHUD.h"
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#include "Blaster/HUD/CharacterOverlay.h"
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#include "Blaster/HUD/DebugWidget.h"
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#include "Blaster/PlayerState/BlasterPlayerState.h"
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#include "Components/ProgressBar.h"
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#include "Components/TextBlock.h"
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#include "GameFramework/GameMode.h"
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#include "Kismet/GameplayStatics.h"
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#include "Net/UnrealNetwork.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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ServerCheckMatchState();
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}
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void ABlasterPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABlasterPlayerController, MatchState);
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}
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void ABlasterPlayerController::SetDebugMsg1(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg1;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg1->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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SetHUDTime();
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CheckTimeSync(DeltaTime);
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PollInit();
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CheckPing(DeltaTime);
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if (DebugWidget)
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{
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SetDebugMsg1(TEXT("GetWorld()->GetTimeSeconds(): "), FString::Printf(TEXT("%02f"), GetWorld()->GetTimeSeconds()));
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SetDebugMsg2(TEXT("GetServerTime(): "), FString::Printf(TEXT("%02f"), GetServerTime()));
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SetDebugMsg3(TEXT("ClientServerDelta: "), FString::Printf(TEXT("%f"), ClientServerDelta));
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SetDebugMsg4(TEXT("LevelStartingTime: "), FString::Printf(TEXT("%f"), LevelStartingTime));
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SetDebugMsg5(TEXT("CountdownInt: "), FString::Printf(TEXT("%d"), CountdownInt));
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}
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}
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void ABlasterPlayerController::CheckPing(float DeltaTime)
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{
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HighPingRunningTime += DeltaTime;
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if (HighPingRunningTime > CheckPingFrequency)
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{
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HighPingRunningTime = 0.f;
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PlayerState = PlayerState == nullptr ? GetPlayerState<APlayerState>() : PlayerState;
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if (PlayerState)
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{
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UE_LOG(LogTemp, Warning, TEXT("Ping: %f"), PlayerState->GetPingInMilliseconds());
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if (PlayerState->GetPingInMilliseconds() > HighPingThreshold)
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{
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HighPingWarning();
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PingAnimationRunningTime = 0.f;
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ServerReportPingStatus(true);
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} else
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{
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ServerReportPingStatus(false);
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}
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}
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}
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bool bHighPingAnimationPlaying =
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BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->HighPingAnimation &&
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BlasterHUD->CharacterOverlay->IsAnimationPlaying(BlasterHUD->CharacterOverlay->HighPingAnimation);
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if (bHighPingAnimationPlaying)
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{
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PingAnimationRunningTime += DeltaTime;
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if (PingAnimationRunningTime > HighPingDuration)
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{
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StopHighPingWarning();
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}
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}
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}
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// Is the ping to high?
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void ABlasterPlayerController::ServerReportPingStatus_Implementation(bool bHighPing)
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{
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HighPingDelegate.Broadcast(bHighPing);
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}
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void ABlasterPlayerController::SetDebugMsg2(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg2;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg2->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::SetDebugMsg3(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg3;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg3->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::SetDebugMsg4(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg4;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg4->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::SetDebugMsg5(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg5;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg5->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::SetDebugMsg6(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg6;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg6->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::SetDebugMsg7(FString Key, FString Value)
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{
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bool bHUDValid = BlasterHUD && BlasterHUD->DebugWidget && BlasterHUD->DebugWidget->DebugMsg7;
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if (bHUDValid) BlasterHUD->DebugWidget->DebugMsg7->SetText(FText::FromString(Key.Append(Value)));
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}
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void ABlasterPlayerController::CheckTimeSync(float DeltaTime)
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{
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TimeSyncRunningTime += DeltaTime;
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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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void ABlasterPlayerController::ServerCheckMatchState_Implementation()
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{
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ABlasterGameMode* GameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this));
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if (GameMode)
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{
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WarmupTime = GameMode->WarmupTime;
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MatchTime = GameMode->MatchTime;
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CooldownTime = GameMode->CooldownTime;
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LevelStartingTime = GameMode->LevelStartingTime;
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MatchState = GameMode->GetMatchState();
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ClientJoinMidgame(MatchState, WarmupTime, MatchTime, CooldownTime, LevelStartingTime);
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}
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}
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void ABlasterPlayerController::ClientJoinMidgame_Implementation(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime)
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{
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WarmupTime = Warmup;
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MatchTime = Match;
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CooldownTime = Cooldown;
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LevelStartingTime = StartingTime;
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MatchState = StateOfMatch;
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OnMatchStateSet(MatchState);
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if (BlasterHUD && MatchState == MatchState::WaitingToStart)
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{
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BlasterHUD->AddAnnouncementOverlay();
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}
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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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ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(InPawn);
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if (BlasterCharacter)
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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::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 = 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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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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else
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{
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bInitializeHealth = true;
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HUDHealth = Health;
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HUDMaxHealth = MaxHealth;
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}
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}
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void ABlasterPlayerController::SetHUDShield(float Shield, float MaxShield)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid = BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->ShieldBar &&
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BlasterHUD->CharacterOverlay->ShieldText;
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if (bHUDValid)
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{
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const float ShieldPercent = Shield / MaxShield;
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BlasterHUD->CharacterOverlay->ShieldBar->SetPercent(ShieldPercent);
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FString ShieldText = FString::Printf(TEXT("%d/%d"), FMath::CeilToInt(Shield), FMath::CeilToInt(MaxShield));
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BlasterHUD->CharacterOverlay->ShieldText->SetText(FText::FromString(ShieldText));
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}
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else
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{
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bInitializeShield = true;
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HUDShield = Shield;
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HUDMaxShield = MaxShield;
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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 = 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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FString ScoreText = FString::Printf(TEXT("%d"), FMath::FloorToInt(Score));
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BlasterHUD->CharacterOverlay->ScoreValue->SetText(FText::FromString(ScoreText));
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}
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else
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{
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bInitializeScore = true;
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HUDScore = Score;
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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 = 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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FString DefeatsText = FString::Printf(TEXT("%d"), Defeats);
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BlasterHUD->CharacterOverlay->DefeatsValue->SetText(FText::FromString(DefeatsText));
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}
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else
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{
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bInitializeDefeats = true;
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HUDDefeats = Defeats;
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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 = 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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FString AmmoText = FString::Printf(TEXT("%d"), Ammo);
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BlasterHUD->CharacterOverlay->WeaponAmmoValue->SetText(FText::FromString(AmmoText));
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}
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else
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{
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bInitializeHUDWeaponAmmo = true;
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HUDWeaponAmmo = Ammo;
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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 = 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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FString AmmoText = FString::Printf(TEXT("%d"), Ammo);
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BlasterHUD->CharacterOverlay->CarriedAmmoValue->SetText(FText::FromString(AmmoText));
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}
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else
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{
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bInitializeCarriedAmmo = true;
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HUDCarriedAmmo = Ammo;
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}
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}
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void ABlasterPlayerController::SetHUDGrenades(int32 Grenades)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid = BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->GrenadesAmount;
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if (bHUDValid)
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{
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FString GrenadesText = FString::Printf(TEXT("%d"), Grenades);
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BlasterHUD->CharacterOverlay->GrenadesAmount->SetText(FText::FromString(GrenadesText));
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}
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else
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{
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bInitializeGrenades = true;
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HUDGrenades = Grenades;
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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 = 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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if (CountdownTime < 0.f)
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{
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BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText());
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return;
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}
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int32 Minutes = FMath::FloorToInt(CountdownTime / 60.f);
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int32 Seconds = CountdownTime - Minutes * 60;
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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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void ABlasterPlayerController::SetHUDAnnouncementCountdown(float CountdownTime)
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid = BlasterHUD &&
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BlasterHUD->Announcement &&
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BlasterHUD->Announcement->CountdownText;
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if (bHUDValid)
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{
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if (CountdownTime < 0.f)
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{
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BlasterHUD->Announcement->CountdownText->SetText(FText());
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return;
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}
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int32 Minutes = FMath::FloorToInt(CountdownTime / 60.f);
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int32 Seconds = CountdownTime - Minutes * 60;
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FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
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BlasterHUD->Announcement->CountdownText->SetText(FText::FromString(CountdownText));
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}
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}
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void ABlasterPlayerController::SetHUDTime()
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{
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float TimeLeft = 0.f;
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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::Cooldown) TimeLeft = WarmupTime + MatchTime + CooldownTime - GetServerTime(); // + LevelStartingTime;
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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());
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}
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}
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if (CountdownInt != SecondsLeft)
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{
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if (MatchState == MatchState::WaitingToStart || MatchState == MatchState::Cooldown)
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{
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SetHUDAnnouncementCountdown(TimeLeft);
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}
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if (MatchState == MatchState::InProgress)
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{
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SetHUDMatchCountdown(TimeLeft);
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}
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}
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CountdownInt = SecondsLeft;
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}
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void ABlasterPlayerController::PollInit()
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{
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/*
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if (BlasterHUD && BlasterHUD->DebugWidget == nullptr)
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{
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BlasterHUD->AddDebugWidget();
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if (BlasterHUD->DebugWidget)
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{
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DebugWidget = BlasterHUD->DebugWidget;
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}
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}
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*/
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if (CharacterOverlay == nullptr)
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{
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if (BlasterHUD && BlasterHUD->CharacterOverlay)
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{
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CharacterOverlay = BlasterHUD->CharacterOverlay;
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if (CharacterOverlay)
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{
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if (bInitializeHealth) SetHUDHealth(HUDHealth, HUDMaxHealth);
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if (bInitializeShield) SetHUDShield(HUDShield, HUDMaxShield);
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if (bInitializeScore) SetHUDScore(HUDScore);
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if (bInitializeDefeats) SetHUDDefeats(HUDDefeats);
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if (bInitializeCarriedAmmo) SetHUDCarriedAmmo(HUDCarriedAmmo);
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if (bInitializeHUDWeaponAmmo) SetHUDWeaponAmmo(HUDWeaponAmmo);
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ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(GetPawn());
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if (BlasterCharacter && BlasterCharacter->GetCombat())
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{
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if (bInitializeGrenades) SetHUDGrenades(BlasterCharacter->GetCombat()->GetGrenades());
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}
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}
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}
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}
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}
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void ABlasterPlayerController::HighPingWarning()
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid = BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->HighPingImage &&
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BlasterHUD->CharacterOverlay->HighPingAnimation;
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if (bHUDValid)
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{
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BlasterHUD->CharacterOverlay->HighPingImage->SetOpacity(1.f);
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BlasterHUD->CharacterOverlay->PlayAnimation(BlasterHUD->CharacterOverlay->HighPingAnimation, 0.f, 5);
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}
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}
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void ABlasterPlayerController::StopHighPingWarning()
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{
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BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
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bool bHUDValid = BlasterHUD &&
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BlasterHUD->CharacterOverlay &&
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BlasterHUD->CharacterOverlay->HighPingImage &&
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BlasterHUD->CharacterOverlay->HighPingAnimation;
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if (bHUDValid)
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{
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BlasterHUD->CharacterOverlay->HighPingImage->SetOpacity(0.f);
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if (BlasterHUD->CharacterOverlay->IsAnimationPlaying(BlasterHUD->CharacterOverlay->HighPingAnimation))
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{
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BlasterHUD->CharacterOverlay->StopAnimation(BlasterHUD->CharacterOverlay->HighPingAnimation);
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}
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}
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}
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void ABlasterPlayerController::ServerRequestServerTime_Implementation(float TimeOfClientRequest)
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{
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float ServerTimeOfReceipt = GetWorld()->GetTimeSeconds();
|
|
ClientReportServerTime(TimeOfClientRequest, ServerTimeOfReceipt);
|
|
}
|
|
|
|
void ABlasterPlayerController::ClientReportServerTime_Implementation(float TimeOfClientRequest, float TimeServerReceivedClientRequest)
|
|
{
|
|
float RoundTripTime = GetWorld()->GetTimeSeconds() - TimeOfClientRequest;
|
|
SingleTripTime = 0.5f * RoundTripTime;
|
|
float CurrentServerTime = TimeServerReceivedClientRequest + SingleTripTime;
|
|
ClientServerDelta = CurrentServerTime - GetWorld()->GetTimeSeconds();
|
|
}
|
|
|
|
float ABlasterPlayerController::GetServerTime()
|
|
{
|
|
if (HasAuthority()) return GetWorld()->GetTimeSeconds();
|
|
return GetWorld()->GetTimeSeconds() + ClientServerDelta;
|
|
}
|
|
|
|
void ABlasterPlayerController::ReceivedPlayer()
|
|
{
|
|
Super::ReceivedPlayer();
|
|
if (IsLocalController())
|
|
{
|
|
ServerRequestServerTime(GetWorld()->GetTimeSeconds());
|
|
}
|
|
}
|
|
|
|
void ABlasterPlayerController::OnMatchStateSet(FName State)
|
|
{
|
|
MatchState = State;
|
|
|
|
if (MatchState == MatchState::InProgress)
|
|
{
|
|
HandleMatchHasStarted();
|
|
}
|
|
else if (MatchState == MatchState::Cooldown)
|
|
{
|
|
HandleCooldown();
|
|
}
|
|
}
|
|
|
|
void ABlasterPlayerController::OnRep_MatchState()
|
|
{
|
|
if (MatchState == MatchState::InProgress)
|
|
{
|
|
HandleMatchHasStarted();
|
|
}
|
|
else if (MatchState == MatchState::Cooldown)
|
|
{
|
|
HandleCooldown();
|
|
}
|
|
}
|
|
|
|
void ABlasterPlayerController::HandleMatchHasStarted()
|
|
{
|
|
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
|
|
if (BlasterHUD)
|
|
{
|
|
if (BlasterHUD->CharacterOverlay == nullptr) BlasterHUD->AddCharacterOverlay();
|
|
if (BlasterHUD->Announcement)
|
|
{
|
|
BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Hidden);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ABlasterPlayerController::HandleCooldown()
|
|
{
|
|
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
|
|
if (BlasterHUD)
|
|
{
|
|
if (BlasterHUD->CharacterOverlay)
|
|
{
|
|
BlasterHUD->CharacterOverlay->RemoveFromParent();
|
|
}
|
|
|
|
bool bHUDValid = BlasterHUD->Announcement &&
|
|
BlasterHUD->Announcement->AnnouncementText &&
|
|
BlasterHUD->Announcement->AnnouncementMessage;
|
|
|
|
if (bHUDValid)
|
|
{
|
|
BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Visible);
|
|
FString AnnouncementText("New match starts in:");
|
|
BlasterHUD->Announcement->AnnouncementText->SetText(FText::FromString(AnnouncementText));
|
|
|
|
ABlasterGameState* BlasterGameState = Cast<ABlasterGameState>(UGameplayStatics::GetGameState(this));
|
|
ABlasterPlayerState* BlasterPlayerState = GetPlayerState<ABlasterPlayerState>();
|
|
if (BlasterGameState && BlasterPlayerState)
|
|
{
|
|
TArray<ABlasterPlayerState*> TopPlayers = BlasterGameState->TopScoringPlayers;
|
|
FString InfoTextString;
|
|
if (TopPlayers.Num() == 0)
|
|
{
|
|
InfoTextString = FString("There is no winner.");
|
|
}
|
|
else if (TopPlayers.Num() == 1 && TopPlayers[0] == BlasterPlayerState)
|
|
{
|
|
InfoTextString = FString("You are the winner!");
|
|
}
|
|
else if (TopPlayers.Num() == 1)
|
|
{
|
|
InfoTextString = FString::Printf(TEXT("%s won!"), *TopPlayers[0]->GetPlayerName());
|
|
}
|
|
else if (TopPlayers.Num() > 1)
|
|
{
|
|
InfoTextString = FString("Players tied for the win: \n");
|
|
for (auto TiedPlayers : TopPlayers)
|
|
{
|
|
InfoTextString.Append(FString::Printf(TEXT("%s\n"), *TiedPlayers->GetPlayerName()));
|
|
}
|
|
}
|
|
|
|
BlasterHUD->Announcement->AnnouncementMessage->SetText(FText::FromString(InfoTextString));
|
|
}
|
|
}
|
|
}
|
|
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(GetPawn());
|
|
if (BlasterCharacter && BlasterCharacter->GetCombat())
|
|
{
|
|
BlasterCharacter->bDisableGameplay = true;
|
|
BlasterCharacter->GetCombat()->FireButtonPressed(false);
|
|
}
|
|
}
|