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| #include "CommonPlayerController.h"
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| #include "CommonLocalPlayer.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(CommonPlayerController)
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| class APawn;
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| ACommonPlayerController::ACommonPlayerController(const FObjectInitializer& ObjectInitializer)
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| : Super(ObjectInitializer)
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| {
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| }
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| void ACommonPlayerController::ReceivedPlayer()
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| {
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| Super::ReceivedPlayer();
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| if (UCommonLocalPlayer* LocalPlayer = Cast<UCommonLocalPlayer>(Player))
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| {
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| LocalPlayer->OnPlayerControllerSet.Broadcast(LocalPlayer, this);
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| if (PlayerState)
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| {
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| LocalPlayer->OnPlayerStateSet.Broadcast(LocalPlayer, PlayerState);
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| }
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| }
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| }
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| void ACommonPlayerController::SetPawn(APawn* InPawn)
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| {
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| Super::SetPawn(InPawn);
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| if (UCommonLocalPlayer* LocalPlayer = Cast<UCommonLocalPlayer>(Player))
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| {
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| LocalPlayer->OnPlayerPawnSet.Broadcast(LocalPlayer, InPawn);
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| }
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| }
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| void ACommonPlayerController::OnPossess(APawn* APawn)
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| {
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| Super::OnPossess(APawn);
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| if (UCommonLocalPlayer* LocalPlayer = Cast<UCommonLocalPlayer>(Player))
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| {
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| LocalPlayer->OnPlayerPawnSet.Broadcast(LocalPlayer, APawn);
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| }
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| }
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| void ACommonPlayerController::OnUnPossess()
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| {
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| Super::OnUnPossess();
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| if (UCommonLocalPlayer* LocalPlayer = Cast<UCommonLocalPlayer>(Player))
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| {
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| LocalPlayer->OnPlayerPawnSet.Broadcast(LocalPlayer, nullptr);
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| }
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| }
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| void ACommonPlayerController::OnRep_PlayerState()
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| {
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| Super::OnRep_PlayerState();
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| if (PlayerState)
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| {
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| if (UCommonLocalPlayer* LocalPlayer = Cast<UCommonLocalPlayer>(Player))
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| {
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| LocalPlayer->OnPlayerStateSet.Broadcast(LocalPlayer, PlayerState);
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| }
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| }
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| }
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