File size: 3,730 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AbilitySystemInterface.h"
#include "ModularGameState.h"
#include "LyraGameState.generated.h"
#define UE_API LYRAGAME_API
struct FLyraVerbMessage;
class APlayerState;
class UAbilitySystemComponent;
class ULyraAbilitySystemComponent;
class ULyraExperienceManagerComponent;
class UObject;
struct FFrame;
/**
* ALyraGameState
*
* The base game state class used by this project.
*/
UCLASS(MinimalAPI, Config = Game)
class ALyraGameState : public AModularGameStateBase, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
UE_API ALyraGameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~AActor interface
UE_API virtual void PreInitializeComponents() override;
UE_API virtual void PostInitializeComponents() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UE_API virtual void Tick(float DeltaSeconds) override;
//~End of AActor interface
//~AGameStateBase interface
UE_API virtual void AddPlayerState(APlayerState* PlayerState) override;
UE_API virtual void RemovePlayerState(APlayerState* PlayerState) override;
UE_API virtual void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) override;
//~End of AGameStateBase interface
//~IAbilitySystemInterface
UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~End of IAbilitySystemInterface
// Gets the ability system component used for game wide things
UFUNCTION(BlueprintCallable, Category = "Lyra|GameState")
ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; }
// Send a message that all clients will (probably) get
// (use only for client notifications like eliminations, server join messages, etc... that can handle being lost)
UFUNCTION(NetMulticast, Unreliable, BlueprintCallable, Category = "Lyra|GameState")
UE_API void MulticastMessageToClients(const FLyraVerbMessage Message);
// Send a message that all clients will be guaranteed to get
// (use only for client notifications that cannot handle being lost)
UFUNCTION(NetMulticast, Reliable, BlueprintCallable, Category = "Lyra|GameState")
UE_API void MulticastReliableMessageToClients(const FLyraVerbMessage Message);
// Gets the server's FPS, replicated to clients
UE_API float GetServerFPS() const;
// Indicate the local player state is recording a replay
UE_API void SetRecorderPlayerState(APlayerState* NewPlayerState);
// Gets the player state that recorded the replay, if valid
UE_API APlayerState* GetRecorderPlayerState() const;
// Delegate called when the replay player state changes
DECLARE_MULTICAST_DELEGATE_OneParam(FOnRecorderPlayerStateChanged, APlayerState*);
FOnRecorderPlayerStateChanged OnRecorderPlayerStateChangedEvent;
private:
// Handles loading and managing the current gameplay experience
UPROPERTY()
TObjectPtr<ULyraExperienceManagerComponent> ExperienceManagerComponent;
// The ability system component subobject for game-wide things (primarily gameplay cues)
UPROPERTY(VisibleAnywhere, Category = "Lyra|GameState")
TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent;
protected:
UPROPERTY(Replicated)
float ServerFPS;
// The player state that recorded a replay, it is used to select the right pawn to follow
// This is only set in replay streams and is not replicated normally
UPROPERTY(Transient, ReplicatedUsing = OnRep_RecorderPlayerState)
TObjectPtr<APlayerState> RecorderPlayerState;
UFUNCTION()
UE_API void OnRep_RecorderPlayerState();
};
#undef UE_API
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