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MenuSystemPlayerController.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/PlayerController.h"
8#include "Data/BaseData.h"
9#include "MenuSystemPlayerController.generated.h"
10
11UCLASS()
13{
14 GENERATED_BODY()
15
16
17public:
18 AMenuSystemPlayerController(const FObjectInitializer& ObjectInitializer);
19
20 UFUNCTION(Client, Reliable, BlueprintCallable, Category="Menu System|Lobby")
21 void CreateLobbyWidget();
22
23 UFUNCTION(BlueprintCallable, Category="Menu System|Lobby")
24 bool GetIsReady() const {return bPlayerReady;};
25 UFUNCTION(BlueprintCallable, Category="Menu System|Lobby")
26 void SetReady(const bool bValue = true) {bPlayerReady = bValue;};
27
28 UFUNCTION(Client, Reliable, BlueprintCallable, Category="Menu System|Lobby")
29 void StartCountdown(const int32 Delay) const;
30 UFUNCTION(Client, Reliable, BlueprintCallable, Category="Menu System|Lobby")
31 void CancelCountdown() const;
32
33 UFUNCTION(Client, Reliable, BlueprintCallable, Category="Menu System|Lobby")
34 void SetPlayers(const TArray<FUserProfile>& Players) const;
35
36
37
38protected:
39 virtual void BeginPlay() override;
40
41 virtual void OnNetCleanup(UNetConnection* Connection) override;
42
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Menu System")
44 class ULobbyMenuSystem* LobbyWidget = nullptr;
45
46
47
48private:
49
50 bool bPlayerReady = false;
51 bool bInLobby = false;
52
53 void SetInputModeUI();
54
55 TSubclassOf<UUserWidget> LobbyWidgetClass;
56};
57
58
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition MenuSystemPlayerController.h:13
Definition PlayerControllerBase.h:29
Definition LobbyMenuSystem.h:12
Definition BaseData.h:1239