void ABaseLevelScriptActor::ReceiveBeginPlay()
{
	Super::ReceiveBeginPlay();

	UWorld* World = GetWorld();
	if (World)
	{
		ASaveManager* SaveManager = UHelpers::GetSaveManager(World);
		if (SaveManager->GetData()->Checkpoint.StreamingLevels.Num() <= 0)
		{
			// no chekpoint so first time playing


			/* 
				Because the player isn't probaply initialized here yet we create out save game custom
				This is currently a work around and all default values set must be hardcoded here
			*/

			ASaveManager* SaveManager = UHelpers::GetSaveManager(GetWorld());

			APlayerStart* PlayerStart = World->GetAuthGameMode()->PlayerStarts[0];

			SaveManager->GetData()->Checkpoint = {
				PlayerStart->GetTransform().GetLocation(),
				PlayerStart->GetTransform().Rotator(),
				UHelpers::GetActiveLevelsFrom(GetWorld())
			};

			TArray<FName> Weapons;
			TArray<int32> AmmoCounters;
			AmmoCounters.Add(6);
			AmmoCounters.Add(6);
			AmmoCounters.Add(2);
			SaveManager->GetData()->Player = {
				PlayerStart->GetTransform().GetLocation(),
				PlayerStart->GetTransform().Rotator(),
				Weapons,
				AmmoCounters
			};
			
			SaveManager->Save();

			UGameplayStatics::GetPlayerPawn(World, 0)->SetActorTransform(GetWorld()->GetAuthGameMode()->PlayerStarts[0]->GetTransform());
		}
		else{
			((AMOOnshineWorksGameMode*)World->GetAuthGameMode())->RestoreCheckpoint();
		}
	}
}
Ejemplo n.º 2
0
// Revive Player
void ARadeCharacter::Revive()
{
	// Enable Input
	EnableInput(Cast<APlayerController>(Controller));

	// Set Camer to Default Camera state
	CurrentCameraState = DefaultCameraState;

	// Resoter Half of player health
	Health = MaxHealth/2;
	bDead = false;

	
	// Restore Third Person Mesh to default State
	if (GetMesh())
	{
		GetMesh()->SetSimulatePhysics(false);
		GetMesh()->AttachTo(RootComponent);
		GetMesh()->RelativeLocation = Mesh_InGameRelativeLoc;
		GetMesh()->RelativeRotation = Mesh_InGameRelativeRot;
		GetMesh()->BodyInstance.SetCollisionProfileName("Pawn");
	}



	// Find The Closest Revive Point
	TActorIterator<APlayerStart> p(GetWorld());
	APlayerStart* revivePoint = *p;

	for (TActorIterator<APlayerStart> ActorItr(GetWorld()); ActorItr; ++ActorItr)
	{
		if (revivePoint && FVector::Dist(revivePoint->GetActorLocation(), GetActorLocation())> FVector::Dist(ActorItr->GetActorLocation(), GetActorLocation()))
		{
			revivePoint = *ActorItr;
		}
	}

	UpdateComponentsVisibility();

	// Create a small offset from the spawn point
	if (revivePoint)
		GetRootComponent()->SetWorldLocation(revivePoint->GetActorLocation() + FVector(FMath::RandRange(-400, 400), FMath::RandRange(-400, 400), 60));

	//GetMovementComponent()->Activate();

	// Call Revive on Blueprint
	BP_PlayerRevived();
}
Ejemplo n.º 3
0
void AVehicleSpawnerBase::SpawnVehicleAttempt()
{
	if(Vehicles.Num()>=NumberOfVehicles) 
	{
	  UE_LOG(LogCarla, Log, TEXT("All vehicles spawned correctly"));
	  return;
	}
	
	APlayerStart* spawnpoint = GetRandomSpawnPoint();
	APawn* playerpawn = UGameplayStatics::GetPlayerPawn(GetWorld(),0);
	const float DistanceToPlayer = playerpawn&&spawnpoint? FVector::Distance(playerpawn->GetActorLocation(),spawnpoint->GetActorLocation()):0.0f;
	float NextTime = TimeBetweenSpawnAttemptsAfterBegin;
	if(DistanceToPlayer>DistanceToPlayerBetweenSpawnAttemptsAfterBegin)
	{
	  if(SpawnVehicleAtSpawnPoint(*spawnpoint)!=nullptr)
	  {
	      UE_LOG(LogCarla, Log, TEXT("Vehicle %d/%d late spawned"), Vehicles.Num(), NumberOfVehicles);
	  }
	} else
	{
	  NextTime /= 2.0f;
	}
	
	if(Vehicles.Num()<NumberOfVehicles)
	{
	  auto &timemanager = GetWorld()->GetTimerManager();
	  if(AttemptTimerHandle.IsValid()) timemanager.ClearTimer(AttemptTimerHandle);
	  timemanager.SetTimer(AttemptTimerHandle,this, &AVehicleSpawnerBase::SpawnVehicleAttempt,NextTime,false,-1);
	} else
	{
	  UE_LOG(LogCarla, Log, TEXT("All vehicles spawned correctly"));
	}

}
Ejemplo n.º 4
0
AActor* AGameModeBase::ChoosePlayerStart_Implementation(AController* Player)
{
	// Choose a player start
	APlayerStart* FoundPlayerStart = nullptr;
	UClass* PawnClass = GetDefaultPawnClassForController(Player);
	APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
	TArray<APlayerStart*> UnOccupiedStartPoints;
	TArray<APlayerStart*> OccupiedStartPoints;
	for (TActorIterator<APlayerStart> It(GetWorld()); It; ++It)
	{
		APlayerStart* PlayerStart = *It;

		if (PlayerStart->IsA<APlayerStartPIE>())
		{
			// Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode
			FoundPlayerStart = PlayerStart;
			break;
		}
		else
		{
			FVector ActorLocation = PlayerStart->GetActorLocation();
			const FRotator ActorRotation = PlayerStart->GetActorRotation();
			if (!GetWorld()->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation))
			{
				UnOccupiedStartPoints.Add(PlayerStart);
			}
			else if (GetWorld()->FindTeleportSpot(PawnToFit, ActorLocation, ActorRotation))
			{
				OccupiedStartPoints.Add(PlayerStart);
			}
		}
	}
	if (FoundPlayerStart == nullptr)
	{
		if (UnOccupiedStartPoints.Num() > 0)
		{
			FoundPlayerStart = UnOccupiedStartPoints[FMath::RandRange(0, UnOccupiedStartPoints.Num() - 1)];
		}
		else if (OccupiedStartPoints.Num() > 0)
		{
			FoundPlayerStart = OccupiedStartPoints[FMath::RandRange(0, OccupiedStartPoints.Num() - 1)];
		}
	}
	return FoundPlayerStart;
}
Ejemplo n.º 5
0
AActor* AGunLockGameMode::ChoosePlayerStart(AController* Player)
{
	// Find a player start that is furthest from other players
	APawn* PawnToFit = DefaultPawnClass ? DefaultPawnClass->GetDefaultObject<APawn>() : NULL;
	APlayerStart* BestPlayerStart = NULL;
	float MaxPlayerDistance = 0.0f;

	for (int32 PlayerStartIndex = 0; PlayerStartIndex < PlayerStarts.Num(); ++PlayerStartIndex)
	{
		APlayerStart* PlayerStart = PlayerStarts[PlayerStartIndex];
		if (PlayerStart != NULL)
		{
			// Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode
			if (Cast<APlayerStartPIE>(PlayerStart) != NULL)
				return PlayerStart;

			// Find the minimum distance to other players
			float MinPlayerDistance = HALF_WORLD_MAX;
			FVector SpawnLocation = PlayerStart->GetActorLocation();
			const FRotator SpawnRotation = PlayerStart->GetActorRotation();
			for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
			{
				APlayerController* PlayerController = *Iterator;
				if (Player != PlayerController && PlayerController->GetPawn())
				{
					MinPlayerDistance = FMath::Min(MinPlayerDistance, (SpawnLocation - PlayerController->GetPawn()->GetActorLocation()).Size());
				}
			}

			// Choose the spawn that is furtherest from all other players, to give them a fighting chance!
			if (MinPlayerDistance > MaxPlayerDistance)
			{
				MaxPlayerDistance = MinPlayerDistance;
				BestPlayerStart = PlayerStart;
			}
		}
	}
	//If we couldn't find any suitable spawns, pick a random one!
	if (BestPlayerStart == NULL && PlayerStarts.Num() > 0)
	{
		return PlayerStarts[FMath::RandRange(0, PlayerStarts.Num() - 1)];
	}
	return BestPlayerStart;
}
Ejemplo n.º 6
0
void ANinjaGameModeBase::BeginRound()
{
	UWorld* World = GetWorld();
	if (World) {
		ClearPlayerStartTags();
		for (APlayerState* CurrState : GameState->PlayerArray) {
			ANinjaPlayerState* State = (ANinjaPlayerState*)CurrState;
			if (State) {
				APlayerController* Cont = (APlayerController*) State->GetOwner();
				GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Blue, FString::Printf(TEXT("%s"), *Cont->GetName()));
				if (State->GetChosenCharacter()) {
					GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Red, FString::Printf(TEXT("%s - %s"), *Cont->GetName(), *State->GetChosenCharacter()->GetName()));
				}
				
				if (Cont) {
					ACharacter* Character = Cont->GetCharacter();
					APlayerStart* PS = (APlayerStart*)ChoosePlayerStart(Cont);
					if (PS) {
						PS->PlayerStartTag = FName(TEXT("Taken"));
						if (Character) {
							Character->Destroy();
						}

						FActorSpawnParameters Params;
						Params.Owner = Cont;
						ANinjaCharacter* SpawnedChar = World->SpawnActor<ANinjaCharacter>(State->GetChosenCharacter(), PS->GetActorLocation(), PS->GetActorRotation(), Params);
						if (SpawnedChar) {
							Cont->Possess(SpawnedChar);
						}
					}

				}
				
			}
		}
	}
}