Пример #1
0
void ANimModGameState::RestartRound_Implementation()
{

	if (ISSERVER && RoundManager != nullptr)
	{
		RoundManager->RestartRound();
		//return;
	}

	ALevelScriptActor* LevelScript = GetWorld()->GetLevelScriptActor();
	if (LevelScript)
	{
		LevelScript->LevelReset();
	}

	if (ISSERVER)
	{
		//Reset the level
		for (FConstControllerIterator Iterator = GetWorld()->GetControllerIterator(); Iterator; ++Iterator)
		{
			AController* Controller = *Iterator;
			ANimModPlayerController* PlayerController = Cast<ANimModPlayerController>(Controller);
			if (PlayerController)
			{
				ANimModGameMode *gameMode = Cast<ANimModGameMode>(GetWorld()->GetAuthGameMode());
				gameMode->RestartPlayer(PlayerController);
				//PlayerController->ClientRestartRound();
				//PlayerController->ServerRestartPlayer();
			}
			else
				Controller->Reset();
		}
	}
}
Пример #2
0
void AGameModeBase::ResetLevel()
{
	UE_LOG(LogGameMode, Log, TEXT("Reset %s"), *GetName());

	// Reset ALL controllers first
	for (FConstControllerIterator Iterator = GetWorld()->GetControllerIterator(); Iterator; ++Iterator)
	{
		AController* Controller = *Iterator;
		APlayerController* PlayerController = Cast<APlayerController>(Controller);
		if (PlayerController)
		{
			PlayerController->ClientReset();
		}
		Controller->Reset();
	}

	// Reset all actors (except controllers, the GameMode, and any other actors specified by ShouldReset())
	for (FActorIterator It(GetWorld()); It; ++It)
	{
		AActor* A = *It;
		if (A && !A->IsPendingKill() && A != this && !A->IsA<AController>() && ShouldReset(A))
		{
			A->Reset();
		}
	}

	// Reset the GameMode
	Reset();

	// Notify the level script that the level has been reset
	ALevelScriptActor* LevelScript = GetWorld()->GetLevelScriptActor();
	if (LevelScript)
	{
		LevelScript->LevelReset();
	}
}