29 virtual void CopyProperties(APlayerState* PlayerState)
override;
31 virtual void OverrideWith(
class APlayerState* PlayerState)
override;
34 UPROPERTY(EditAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_MyTeamID)
35 FGenericTeamId MyTeamID;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Multiplayer")
37 uint8 MultiplayerTeamID = 0;
39 virtual
void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
40 virtual FGenericTeamId GetGenericTeamId() const override;
42 virtual ETeamAttitude::Type GetTeamAttitudeTowards(const AActor&
Other)
const override
44 const IGenericTeamAgentInterface* OtherTeamAgent = Cast<const IGenericTeamAgentInterface>(&
Other);
45 return OtherTeamAgent ? FGenericTeamId::GetAttitude(GetGenericTeamId(), OtherTeamAgent->GetGenericTeamId())
46 : ETeamAttitude::Neutral;
50 virtual void SetMatchOver(
FMatchState MatchState,
const TArray<FTeamScoreData>& Scores)
override;
60 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
61 virtual int32 GetStrength()
const{
return CharacterSkills.GetStrength();};
62 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
63 virtual int32 GetPerception()
const{
return CharacterSkills.GetPerception();};
64 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
65 virtual int32 GetEndurance()
const{
return CharacterSkills.GetEndurance();};
66 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
67 virtual int32 GetCharisma()
const{
return CharacterSkills.GetCharisma();};
68 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
69 virtual int32 GetIntelligence()
const{
return CharacterSkills.GetIntelligence();};
70 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
71 virtual int32 GetAgility()
const{
return CharacterSkills.GetAgility();};
72 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
73 virtual int32 GetWeaponSkill()
const{
return CharacterSkills.GetWeaponSkill();};
74 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
75 virtual int32 GetStealth()
const{
return CharacterSkills.GetStealth();};
76 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
77 virtual int32 GetLuck()
const{
return CharacterSkills.GetLuck();};
78 UFUNCTION(BlueprintCallable, BlueprintPure, Category =
"Character|Skills")
79 virtual int32 GetSkillPoints()
const{
return CharacterSkills.GetSkillPoints();};
84 virtual bool SaveGame()
override;
85 virtual bool LoadGame()
override;
93 virtual void BeginPlay()
override;
95 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Debugging")
96 bool bDebuggingMode = false;
99 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category= "Player|Core")
106 void LogDebugError(const FString& Message) const;
107 void LogDebugError(const FString& Message, const int32 Value) const;
108 void LogDebugError(const FString& Message, const
float Value) const;
109 void LogDebugWarning(const FString& Message) const;
110 void LogDebugWarning(const FString& Message, const int32 Value) const;
111 void LogDebugWarning(const FString& Message, const
float Value) const;
113 void LogDebugMessage(const FString& Message, const
bool bWarning = false, const
bool bError = false) const;
114 void LogDebugMessage(const FString& Message, const int32 Value, const
bool bWarning = false, const
bool bError = false) const;
115 void LogDebugMessage(const FString& Message, const
float Value, const
bool bWarning = false, const
bool bError = false) const;
116 void LogDebugMessage(const FString& Message, const
bool bValue, const
bool bWarning, const
bool bError) const;
117 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
119 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
124 void OnRep_MyTeamID(FGenericTeamId OldTeamID);
126 FLogCategoryName CategoryName = LogPlayerStateBase.GetCategoryName();