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); } } }
void ASGameMode::CheckMatchEnd() { bool bHasAlivePlayer = false; for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++) { ASCharacter* MyPawn = Cast<ASCharacter>(*It); if (MyPawn && MyPawn->IsAlive()) { ASPlayerState* PS = Cast<ASPlayerState>(MyPawn->PlayerState); if (PS) { if (!PS->bIsABot) { /* Found one player that is still alive, game will continue */ bHasAlivePlayer = true; break; } } } } /* End game is all players died */ if (!bHasAlivePlayer) { FinishMatch(); } }
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; } } }
void ASGameMode::RestartPlayer(class AController* NewPlayer) { /* Fallback to PlayerStart picking if team spawning is disabled or we're trying to spawn a bot. */ if (!bSpawnAtTeamPlayer || (NewPlayer->PlayerState && NewPlayer->PlayerState->bIsABot)) { Super::RestartPlayer(NewPlayer); return; } /* Look for a live player to spawn next to */ FVector SpawnOrigin = FVector::ZeroVector; FRotator StartRotation = FRotator::ZeroRotator; for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++) { ASCharacter* MyCharacter = Cast<ASCharacter>(*It); if (MyCharacter && MyCharacter->IsAlive()) { /* Get the origin of the first player we can find */ SpawnOrigin = MyCharacter->GetActorLocation(); StartRotation = MyCharacter->GetActorRotation(); break; } } /* No player is alive (yet) - spawn using one of the PlayerStarts */ if (SpawnOrigin == FVector::ZeroVector) { Super::RestartPlayer(NewPlayer); return; } /* Get a point on the nav mesh near the other player */ FVector StartLocation = UNavigationSystem::GetRandomPointInRadius(NewPlayer, SpawnOrigin, 250.0f); // Try to create a pawn to use of the default class for this player if (NewPlayer->GetPawn() == nullptr && GetDefaultPawnClassForController(NewPlayer) != nullptr) { FActorSpawnParameters SpawnInfo; SpawnInfo.Instigator = Instigator; APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(GetDefaultPawnClassForController(NewPlayer), StartLocation, StartRotation, SpawnInfo); if (ResultPawn == nullptr) { UE_LOG(LogGameMode, Warning, TEXT("Couldn't spawn Pawn of type %s at %s"), *GetNameSafe(DefaultPawnClass), &StartLocation); } NewPlayer->SetPawn(ResultPawn); } if (NewPlayer->GetPawn() == nullptr) { NewPlayer->FailedToSpawnPawn(); } else { NewPlayer->Possess(NewPlayer->GetPawn()); // If the Pawn is destroyed as part of possession we have to abort if (NewPlayer->GetPawn() == nullptr) { NewPlayer->FailedToSpawnPawn(); } else { // Set initial control rotation to player start's rotation NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true); FRotator NewControllerRot = StartRotation; NewControllerRot.Roll = 0.f; NewPlayer->SetControlRotation(NewControllerRot); SetPlayerDefaults(NewPlayer->GetPawn()); } } }