75 lines
3.0 KiB
C
75 lines
3.0 KiB
C
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "CoreMinimal.h"
|
||
|
#include "ModularGameMode.h"
|
||
|
#include "LyraGameMode.generated.h"
|
||
|
|
||
|
|
||
|
class ULyraPawnData;
|
||
|
class ULyraExperienceDefinition;
|
||
|
|
||
|
/**
|
||
|
* Post login event, triggered when a player joins the game as well as after non-seamless ServerTravel
|
||
|
*
|
||
|
* This is called after the player has finished initialization
|
||
|
*/
|
||
|
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnGameModeCombinedPostLogin, AGameModeBase* /*GameMode*/, AController* /*NewPlayer*/);
|
||
|
|
||
|
/**
|
||
|
* ALyraGameMode
|
||
|
*
|
||
|
* The base game mode class used by this project.
|
||
|
*/
|
||
|
UCLASS(Config = Game, Meta = (ShortTooltip = "The base game mode class used by this project."))
|
||
|
class ALyraGameMode : public AModularGameModeBase
|
||
|
{
|
||
|
GENERATED_BODY()
|
||
|
|
||
|
public:
|
||
|
|
||
|
ALyraGameMode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
||
|
|
||
|
const ULyraPawnData* GetPawnDataForController(const AController* InController) const;
|
||
|
|
||
|
//~AGameModeBase interface
|
||
|
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
|
||
|
virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController) override;
|
||
|
virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform) override;
|
||
|
virtual bool ShouldSpawnAtStartSpot(AController* Player) override;
|
||
|
virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override;
|
||
|
virtual AActor* ChoosePlayerStart_Implementation(AController* Player) override;
|
||
|
virtual void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override;
|
||
|
virtual bool PlayerCanRestart_Implementation(APlayerController* Player) override;
|
||
|
virtual void InitGameState() override;
|
||
|
//~End of AGameModeBase interface
|
||
|
|
||
|
FOnGameModeCombinedPostLogin& OnGameModeCombinedPostLogin() { return OnGameModeCombinedPostLoginDelegate; }
|
||
|
|
||
|
// Restart (respawn) the specified player or bot next frame
|
||
|
// - If bForceReset is true, the controller will be reset this frame (abandoning the currently possessed pawn, if any)
|
||
|
UFUNCTION(BlueprintCallable)
|
||
|
void RequestPlayerRestartNextFrame(AController* Controller, bool bForceReset = false);
|
||
|
|
||
|
// Agnostic version of PlayerCanRestart that can be used for both player bots and players
|
||
|
virtual bool ControllerCanRestart(AController* Controller);
|
||
|
|
||
|
private:
|
||
|
FOnGameModeCombinedPostLogin OnGameModeCombinedPostLoginDelegate;
|
||
|
|
||
|
protected:
|
||
|
//~AGameModeBase interface
|
||
|
virtual bool UpdatePlayerStartSpot(AController* Player, const FString& Portal, FString& OutErrorMessage) override;
|
||
|
virtual void OnPostLogin(AController* NewPlayer) override;
|
||
|
virtual void FailedToRestartPlayer(AController* NewPlayer) override;
|
||
|
//~End of AGameModeBase interface
|
||
|
|
||
|
void OnExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience);
|
||
|
bool IsExperienceLoaded() const;
|
||
|
|
||
|
void OnMatchAssignmentGiven(FPrimaryAssetId ExperienceId, const FString& ExperienceIdSource);
|
||
|
|
||
|
void HandleMatchAssignmentIfNotExpectingOne();
|
||
|
};
|