ELoginStatus::Type FOnlineIdentityAmazon::GetLoginStatus(int32 LocalUserNum) const
{
	TSharedPtr<const FUniqueNetId> UserId = GetUniquePlayerId(LocalUserNum);
	if (UserId.IsValid())
	{
		return GetLoginStatus(*UserId);
	}
	return ELoginStatus::NotLoggedIn;
}
	virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override
	{
		const FKey Key = InKeyEvent.GetKey();
		if (Key == EKeys::Enter)
		{
			MenuOwner->HandleLoginUIClosed(TSharedPtr<const FUniqueNetId>(), 0);
		}
		else if (!MenuOwner->GetControlsLocked() && Key == EKeys::Gamepad_FaceButton_Bottom)
		{
			bool bSkipToMainMenu = true;

			{
				const auto OnlineSub = IOnlineSubsystem::Get();
				if (OnlineSub)
				{
					const auto IdentityInterface = OnlineSub->GetIdentityInterface();
					if (IdentityInterface.IsValid())
					{
						TSharedPtr<GenericApplication> GenericApplication = FSlateApplication::Get().GetPlatformApplication();
						const bool bIsLicensed = GenericApplication->ApplicationLicenseValid();

						const auto LoginStatus = IdentityInterface->GetLoginStatus(InKeyEvent.GetUserIndex());
						if (LoginStatus == ELoginStatus::NotLoggedIn || !bIsLicensed)
						{
							// Show the account picker.
							const auto ExternalUI = OnlineSub->GetExternalUIInterface();
							if (ExternalUI.IsValid())
							{
								ExternalUI->ShowLoginUI(InKeyEvent.GetUserIndex(), false, IOnlineExternalUI::FOnLoginUIClosedDelegate::CreateSP(MenuOwner, &FShooterWelcomeMenu::HandleLoginUIClosed));
								bSkipToMainMenu = false;
							}
						}
					}
				}
			}

			if (bSkipToMainMenu)
			{
				const auto OnlineSub = IOnlineSubsystem::Get();
				if (OnlineSub)
				{
					const auto IdentityInterface = OnlineSub->GetIdentityInterface();
					if (IdentityInterface.IsValid())
					{
						TSharedPtr<const FUniqueNetId> UserId = IdentityInterface->GetUniquePlayerId(InKeyEvent.GetUserIndex());
						// If we couldn't show the external login UI for any reason, or if the user is
						// already logged in, just advance to the main menu immediately.
						MenuOwner->HandleLoginUIClosed(UserId, InKeyEvent.GetUserIndex());
					}
				}
			}

			return FReply::Handled();
		}

		return FReply::Unhandled();
	}
FString FOnlineIdentityFacebook::GetPlayerNickname(int32 LocalUserNum) const
{
	TSharedPtr<const FUniqueNetId> UserId = GetUniquePlayerId(LocalUserNum);
	if (UserId.IsValid())
	{
		return  GetPlayerNickname(*UserId);
	}
	return TEXT("");
}
示例#4
0
FString FOnlineIdentityNull::GetPlayerNickname(int32 LocalUserNum) const
{
	TSharedPtr<FUniqueNetId> UniqueId = GetUniquePlayerId(LocalUserNum);
	if (UniqueId.IsValid())
	{
		return UniqueId->ToString();
	}

	return TEXT("NullUser");
}
FPlatformUserId FOnlineIdentityAmazon::GetPlatformUserIdFromUniqueNetId(const FUniqueNetId& UniqueNetId)
{
	for (int i = 0; i < MAX_LOCAL_PLAYERS; ++i)
	{
		auto CurrentUniqueId = GetUniquePlayerId(i);
		if (CurrentUniqueId.IsValid() && (*CurrentUniqueId == UniqueNetId))
		{
			return i;
		}
	}

	return PLATFORMUSERID_NONE;
}
FString FOnlineIdentityAmazon::GetAuthToken(int32 LocalUserNum) const
{
	TSharedPtr<const FUniqueNetId> UserId = GetUniquePlayerId(LocalUserNum);
	if (UserId.IsValid())
	{
		TSharedPtr<FUserOnlineAccount> UserAccount = GetUserAccount(*UserId);
		if (UserAccount.IsValid())
		{
			return UserAccount->GetAccessToken();
		}
	}
	return FString();
}
void AShooterPlayerController::OnDeathMessage(class AShooterPlayerState* KillerPlayerState, class AShooterPlayerState* KilledPlayerState, const UDamageType* KillerDamageType) 
{
	AShooterHUD* ShooterHUD = GetShooterHUD();
	if (ShooterHUD)
	{
		ShooterHUD->ShowDeathMessage(KillerPlayerState, KilledPlayerState, KillerDamageType);		
	}

	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
	if (LocalPlayer && LocalPlayer->GetUniqueNetId().IsValid() && KilledPlayerState->UniqueId.IsValid())
	{
		// if this controller is the player who died, update the hero stat.
		if (*LocalPlayer->GetUniqueNetId() == *KilledPlayerState->UniqueId)
		{
			const auto Events = Online::GetEventsInterface();
			const auto Identity = Online::GetIdentityInterface();

			if (Events.IsValid() && Identity.IsValid())
			{							
				int32 UserIndex = LocalPlayer->ControllerId;
				TSharedPtr<FUniqueNetId> UniqueID = Identity->GetUniquePlayerId(UserIndex);
				if (UniqueID.IsValid())
				{				
					ACharacter* Pawn = GetCharacter();
					check(Pawn);
					FVector Location = Pawn->GetActorLocation();

					FOnlineEventParms Params;
					Params.Add( TEXT( "SectionId" ), FVariantData( (int32)1 ) );
					Params.Add( TEXT( "GameplayModeId" ), FVariantData( (int32)1 ) );
					Params.Add( TEXT( "DifficultyLevelId" ), FVariantData( (int32)0 ) );

					Params.Add( TEXT( "PlayerRoleId" ), FVariantData( (int32)0 ) );
					Params.Add( TEXT( "PlayerWeaponId" ), FVariantData( (int32)0 ) );
					Params.Add( TEXT( "EnemyRoleId" ), FVariantData( (int32)0 ) );
					Params.Add( TEXT( "EnemyWeaponId" ), FVariantData( (int32)0 ) );	
				
					Params.Add( TEXT( "LocationX" ), FVariantData( Location.X ) );
					Params.Add( TEXT( "LocationY" ), FVariantData( Location.Y ) );
					Params.Add( TEXT( "LocationZ" ), FVariantData( Location.Z ) );
										
					Events->TriggerEvent(*UniqueID, TEXT("PlayerDeath"), Params);
				}
			}
		}
	}	
}
void AShooterPlayerController::OnKill()
{
	UpdateAchievementProgress(ACH_FRAG_SOMEONE, 100.0f);

	const auto Events = Online::GetEventsInterface();
	const auto Identity = Online::GetIdentityInterface();

	if (Events.IsValid() && Identity.IsValid())
	{
		ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
		if (LocalPlayer)
		{
			int32 UserIndex = LocalPlayer->ControllerId;
			TSharedPtr<FUniqueNetId> UniqueID = Identity->GetUniquePlayerId(UserIndex);			
			if (UniqueID.IsValid())
			{			
				ACharacter* Pawn = GetCharacter();
				// If player is dead, use location stored during pawn cleanup.
				FVector Location = LastDeathLocation;
				if (Pawn)
				{
					Pawn->GetActorLocation();
				}

				FOnlineEventParms Params;		

				Params.Add( TEXT( "SectionId" ), FVariantData( (int32)1 ) );
				Params.Add( TEXT( "GameplayModeId" ), FVariantData( (int32)1 ) );
				Params.Add( TEXT( "DifficultyLevelId" ), FVariantData( (int32)0 ) );

				Params.Add( TEXT( "PlayerRoleId" ), FVariantData( (int32)0 ) );
				Params.Add( TEXT( "PlayerWeaponId" ), FVariantData( (int32)0 ) );
				Params.Add( TEXT( "EnemyRoleId" ), FVariantData( (int32)0 ) );
				Params.Add( TEXT( "KillTypeId" ), FVariantData( (int32)0 ) );			
				Params.Add( TEXT( "LocationX" ), FVariantData( Location.X ) );
				Params.Add( TEXT( "LocationY" ), FVariantData( Location.Y ) );
				Params.Add( TEXT( "LocationZ" ), FVariantData( Location.Z ) );
				Params.Add( TEXT( "EnemyWeaponId" ), FVariantData( (int32)0 ) );			
			
				Events->TriggerEvent(*UniqueID, TEXT("KillOponent"), Params);				
			}
		}
	}
}
bool FOnlineIdentityAmazon::Logout(int32 LocalUserNum)
{
	TSharedPtr<const FUniqueNetId> UserId = GetUniquePlayerId(LocalUserNum);
	if (UserId.IsValid())
	{
		// remove cached user account
		UserAccounts.Remove(UserId->ToString());
		// remove cached user id
		UserIds.Remove(LocalUserNum);
		// not async but should call completion delegate anyway
		TriggerOnLogoutCompleteDelegates(LocalUserNum, true);

		return true;
	}
	else
	{
		UE_LOG(LogOnline, Warning, TEXT("No logged in user found for LocalUserNum=%d."),
			LocalUserNum);
		TriggerOnLogoutCompleteDelegates(LocalUserNum, false);
	}
	return false;
}
void AShooterPlayerController::UpdateAchievementsOnGameEnd()
{
	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
	if (LocalPlayer)
	{
		AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
		if (ShooterPlayerState)
		{			
			const UShooterPersistentUser*  PersistentUser = GetPersistentUser();

			if (PersistentUser)
			{						
				const int32 Wins = PersistentUser->GetWins();
				const int32 Losses = PersistentUser->GetLosses();
				const int32 Matches = Wins + Losses;

				const int32 TotalKills = PersistentUser->GetKills();
				const int32 MatchScore = (int32)ShooterPlayerState->GetScore();

				const int32 TotalBulletsFired = PersistentUser->GetBulletsFired();
				const int32 TotalRocketsFired = PersistentUser->GetRocketsFired();
			
				float TotalGameAchievement = 0;
				float CurrentGameAchievement = 0;
			
				///////////////////////////////////////
				// Kill achievements
				{
					float fSomeKillPct = ((float)TotalKills / (float)SomeKillsCount) * 100.0f;
					fSomeKillPct = FMath::RoundToFloat(fSomeKillPct);
					UpdateAchievementProgress(ACH_SOME_KILLS, fSomeKillPct);

					CurrentGameAchievement += FMath::Min(fSomeKillPct, 100.0f);
					TotalGameAchievement += 100;
				}

				{
					float fLotsKillPct = ((float)TotalKills / (float)LotsKillsCount) * 100.0f;
					fLotsKillPct = FMath::RoundToFloat(fLotsKillPct);
					UpdateAchievementProgress(ACH_LOTS_KILLS, fLotsKillPct);

					CurrentGameAchievement += FMath::Min(fLotsKillPct, 100.0f);
					TotalGameAchievement += 100;
				}
				///////////////////////////////////////

				///////////////////////////////////////
				// Match Achievements
				{
					UpdateAchievementProgress(ACH_FINISH_MATCH, 100.0f);

					CurrentGameAchievement += 100;
					TotalGameAchievement += 100;
				}
			
				{
					float fLotsRoundsPct = ((float)Matches / (float)LotsMatchesCount) * 100.0f;
					fLotsRoundsPct = FMath::RoundToFloat(fLotsRoundsPct);
					UpdateAchievementProgress(ACH_LOTS_MATCHES, fLotsRoundsPct);

					CurrentGameAchievement += FMath::Min(fLotsRoundsPct, 100.0f);
					TotalGameAchievement += 100;
				}
				///////////////////////////////////////

				///////////////////////////////////////
				// Win Achievements
				if (Wins >= 1)
				{
					UpdateAchievementProgress(ACH_FIRST_WIN, 100.0f);

					CurrentGameAchievement += 100.0f;
				}
				TotalGameAchievement += 100;

				{			
					float fLotsWinPct = ((float)Wins / (float)LotsWinsCount) * 100.0f;
					fLotsWinPct = FMath::RoundToInt(fLotsWinPct);
					UpdateAchievementProgress(ACH_LOTS_WIN, fLotsWinPct);

					CurrentGameAchievement += FMath::Min(fLotsWinPct, 100.0f);
					TotalGameAchievement += 100;
				}

				{			
					float fManyWinPct = ((float)Wins / (float)ManyWinsCount) * 100.0f;
					fManyWinPct = FMath::RoundToInt(fManyWinPct);
					UpdateAchievementProgress(ACH_MANY_WIN, fManyWinPct);

					CurrentGameAchievement += FMath::Min(fManyWinPct, 100.0f);
					TotalGameAchievement += 100;
				}
				///////////////////////////////////////

				///////////////////////////////////////
				// Ammo Achievements
				{
					float fLotsBulletsPct = ((float)TotalBulletsFired / (float)LotsBulletsCount) * 100.0f;
					fLotsBulletsPct = FMath::RoundToFloat(fLotsBulletsPct);
					UpdateAchievementProgress(ACH_SHOOT_BULLETS, fLotsBulletsPct);

					CurrentGameAchievement += FMath::Min(fLotsBulletsPct, 100.0f);
					TotalGameAchievement += 100;
				}

				{
					float fLotsRocketsPct = ((float)TotalRocketsFired / (float)LotsRocketsCount) * 100.0f;
					fLotsRocketsPct = FMath::RoundToFloat(fLotsRocketsPct);
					UpdateAchievementProgress(ACH_SHOOT_ROCKETS, fLotsRocketsPct);

					CurrentGameAchievement += FMath::Min(fLotsRocketsPct, 100.0f);
					TotalGameAchievement += 100;
				}
				///////////////////////////////////////

				///////////////////////////////////////
				// Score Achievements
				{
					float fGoodScorePct = ((float)MatchScore / (float)GoodScoreCount) * 100.0f;
					fGoodScorePct = FMath::RoundToFloat(fGoodScorePct);
					UpdateAchievementProgress(ACH_GOOD_SCORE, fGoodScorePct);
				}

				{
					float fGreatScorePct = ((float)MatchScore / (float)GreatScoreCount) * 100.0f;
					fGreatScorePct = FMath::RoundToFloat(fGreatScorePct);
					UpdateAchievementProgress(ACH_GREAT_SCORE, fGreatScorePct);
				}
				///////////////////////////////////////

				///////////////////////////////////////
				// Map Play Achievements
				UWorld* World = GetWorld();
				if (World)
				{			
					FString MapName = *FPackageName::GetShortName(World->PersistentLevel->GetOutermost()->GetName());
					if (MapName.Find(TEXT("Highrise")) != -1)
					{
						UpdateAchievementProgress(ACH_PLAY_HIGHRISE, 100.0f);
					}
					else if (MapName.Find(TEXT("Sanctuary")) != -1)
					{
						UpdateAchievementProgress(ACH_PLAY_SANCTUARY, 100.0f);
					}
				}
				///////////////////////////////////////			

				const auto Events = Online::GetEventsInterface();
				const auto Identity = Online::GetIdentityInterface();

				if (Events.IsValid() && Identity.IsValid())
				{							
					int32 UserIndex = LocalPlayer->ControllerId;
					TSharedPtr<FUniqueNetId> UniqueID = Identity->GetUniquePlayerId(UserIndex);
					if (UniqueID.IsValid())
					{				
						FOnlineEventParms Params;

						float fGamePct = (CurrentGameAchievement / TotalGameAchievement) * 100.0f;
						fGamePct = FMath::RoundToFloat(fGamePct);
						Params.Add( TEXT( "CompletionPercent" ), FVariantData( (float)fGamePct ) );
						if (UniqueID.IsValid())
						{				
							Events->TriggerEvent(*UniqueID, TEXT("GameProgress"), Params);
						}
					}
				}
			}
		}
	}
}