Example #1
0
void ASHUD::DrawCenterDot()
{
	float CenterX = Canvas->ClipX / 2;
	float CenterY = Canvas->ClipY / 2;

	float CenterDotScale = 0.07f;

	ASPlayerController* PCOwner = Cast<ASPlayerController>(PlayerOwner);
	if (PCOwner)
	{
		ASCharacter* Pawn = Cast<ASCharacter>(PCOwner->GetPawn());
		if (Pawn && Pawn->IsAlive())
		{
			// Boost size when hovering over a switchable object.
			ASUsableActor* usable = Pawn->GetUsableInView();
			if (usable)
				CenterDotScale *= 1.5f;

			Canvas->SetDrawColor(255, 255, 255, 255);
			Canvas->DrawIcon(CenterDotIcon,
				CenterX - CenterDotIcon.UL*CenterDotScale / 2.0f,
				CenterY - CenterDotIcon.VL*CenterDotScale / 2.0f, CenterDotScale);
		}
	}
}
Example #2
0
void ASHUD::DrawCenterDot()
{
	float lCenterX = Canvas->ClipX * 0.5f;
	float lCenterY = Canvas->ClipY * 0.5f;
	float lCenterDotScale = 0.07f;

	ASPlayerController* lOwner = Cast<ASPlayerController>(PlayerOwner);
	if (lOwner)
	{
		ASCharacter* lPawn = Cast<ASCharacter>(lOwner->GetPawn());
		if (lPawn && lPawn->IsAlive())
		{
			ASUsableActor* lUsable = lPawn->GetUsableInView();
			if (lUsable)
				lCenterDotScale *= 1.5f;

			Canvas->SetDrawColor(255, 255, 255, 255);
			Canvas->DrawIcon(CenterDotIcon,
							 lCenterX - CenterDotIcon.UL * lCenterDotScale * 0.5f,
							 lCenterY - CenterDotIcon.VL * lCenterDotScale * 0.5f,
							 lCenterDotScale);
		}
	}
}
void ASGameMode::DefaultTimer()
{
	/* This function is called every 1 second. */
	Super::DefaultTimer();

	/* Immediately start the match while playing in editor */
	//if (GetWorld()->IsPlayInEditor())
	{
		if (GetMatchState() == MatchState::WaitingToStart)
		{
			StartMatch();
		}
	}

	/* Only increment time of day while game is active */
	if (IsMatchInProgress())
	{
		ASGameState* MyGameState = Cast<ASGameState>(GameState);
		if (MyGameState)
		{
			/* Increment our time of day */
			MyGameState->ElapsedGameMinutes += MyGameState->GetTimeOfDayIncrement();

			/* Determine our state */
			MyGameState->GetAndUpdateIsNight();

			/* Trigger events when night starts or ends */
			bool CurrentIsNight = MyGameState->GetIsNight();
			if (CurrentIsNight != LastIsNight)
			{
				FString MessageText = CurrentIsNight ? "SURVIVE!" : "You Survived! Now prepare for the coming night!";

				ASGameState* MyGameState = Cast<ASGameState>(GameState);
				if (MyGameState)
				{
					MyGameState->BroadcastGameMessage(MessageText);
				}

				/* The night just ended, respawn all dead players */
				if (!CurrentIsNight)
				{
					/* Respawn spectating players that died during the night */
					for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; It++)
					{
						/* Look for all players that are spectating */
						ASPlayerController* MyController = Cast<ASPlayerController>(*It);
						if (MyController)
						{
							if (MyController->PlayerState->bIsSpectator)
							{
								RestartPlayer(MyController);
								MyController->ClientHUDStateChanged(EHUDState::Playing);
							}
							else
							{
								/* Player still alive, award him some points */
								ASCharacter* MyPawn = Cast<ASCharacter>(MyController->GetPawn());
								if (MyPawn && MyPawn->IsAlive())
								{
									ASPlayerState* PS = Cast<ASPlayerState>(MyController->PlayerState);
									if (PS)
									{
										PS->ScorePoints(NightSurvivedScore);
									}
								}
							}
						}
					}
				}

				/* Update bot states */
				if (CurrentIsNight)
				{
					WakeAllBots();
				}
				else
				{
					PassifyAllBots();
				}
			}

			LastIsNight = MyGameState->bIsNight;
		}
	}
}