25 UPROPERTY(BlueprintAssignable, Category=
"Multiplayer")
26 FOnReadyToRespawn OnReadyToRespawn;
29 virtual
void CopyProperties(APlayerState* PlayerState) override;
31 virtual
void OverrideWith(class APlayerState* PlayerState) override;
33 virtual
void BeginPlay() override;
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_MyTeamID)
37 FGenericTeamId MyTeamID;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Multiplayer")
39 uint8 MultiplayerTeamID = 0;
41 virtual
void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
42 virtual FGenericTeamId GetGenericTeamId() const override;
44 UFUNCTION(BlueprintCallable, Category="
Menu System")
45 int32 GetTeamID()
const{
return (MyTeamID == FGenericTeamId::NoTeam) ? INDEX_NONE : (int32)MyTeamID;};
48 UFUNCTION(BlueprintCallable, Category=
"Player")
49 virtual
FUserProfile GetUserProfile()
const override{
return UserProfile;};
51 virtual FString GetPlayerName()
const override;
54 UFUNCTION(BlueprintCallable, Category=
"Menu System")
55 virtual
void SetUserProfile(const
FUserProfile& UpdatedUserProfile)
override {UserProfile = UpdatedUserProfile;};
58 UFUNCTION(BlueprintCallable, Category=
"Menu System")
60 UFUNCTION(BlueprintCallable, Category=
"Menu System")
61 void SetMultiplayerStats(const
FMultiplayerPlayerStats UpdatedMultiplayerStats){MultiplayerPlayerStats = UpdatedMultiplayerStats;};
63 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category=
"Player")
65 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Player")
68 void StartRespawnTimer(const int32 WaitTime);
70 virtual FString GetPlayerNameCustom() const override;
72 void AddRespawnPenalty(const int32 Penalty = 1.0f){RespawnPenalty += Penalty;};
76 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category=
"Menu System")
78 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category="
Menu System")
87 void OnRep_MyTeamID(FGenericTeamId OldTeamID);
91 int32 RespawnTime = 10;
93 int32 RespawnPenalty = 0;
95 bool bInLobby = false;
97 FTimerHandle RespawnTimerHandle;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13