Space Plunder
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MenuSystemGameMode.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "GameFramework/GameModeBase.h"
9#include "MenuSystemGameMode.generated.h"
10
11UCLASS()
12class MENUSYSTEM_API AMenuSystemGameMode : public AGameModeBase, public IMenuGameModeInterface
13{
14 GENERATED_BODY()
15
16public:
18
19 virtual void BeginPlay() override;
20
21 //- When Player Connects //
22 virtual void PostLogin(APlayerController* NewPlayer) override;
23 //- When Player Disconnects //
24 virtual void Logout(AController* Exiting) override;
25 //- Connects from one controller to another (eg. from one level to another) //
26 virtual void SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC) override;
27
28 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Space GameMode")
29 TArray<AActor*> PlayerStarts;
30
31 virtual void SpawnPlayer(APlayerController* PlayerController) override;
32 virtual EMultiplayerMode GetMultiplayerGameMode() const override {return EMultiplayerMode::Menu;};
33
34 UFUNCTION(BlueprintPure, BlueprintCallable, Category="Space GameMode")
35 FTransform FindRandomPlayerStart() const;
36
37
38 TArray<APlayerController*> GetAllPlayerControllers(){return AllPlayerControllers;};
39
40 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Space GameMode")
41 TArray<APlayerController*> AllPlayerControllers;
42
43 // virtual bool ReadyToStartMatch_Implementation() override;
44
45 virtual int32 GetCurrentRound() const override {return 0;};
46
47
48};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
EMultiplayerMode
Definition MultiplayerData.h:10
Definition MenuSystemGameMode.h:13
Definition MenuGameModeInterface.h:17