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Space Plunder
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#include <OnlineGameMode.h>
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| AOnlineGameMode () | |
| void | UpdateScore () |
| virtual void | UpdatePlayerList () |
| virtual void | SpawnPlayer (APlayerController *PlayerController) |
Public Attributes | |
| float | UpdatePlayerListDelay = 0.3f |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| virtual void | GenericPlayerInitialization (AController *Controller) override |
| virtual void | PostLogin (APlayerController *NewPlayer) override |
| virtual void | Logout (AController *Exiting) override |
| virtual void | SwapPlayerControllers (APlayerController *OldPC, APlayerController *NewPC) override |
| virtual void | RegisterPlayer (APlayerController *NewPlayer) |
| int32 | GetTotalNumberOfControllers () const |
| virtual void | AddPlayerToTeam (APlayerController *PlayerController) |
| virtual FMatchState | GetMultiplayerMatchState () const override |
| void | DestroyPawn (APawn *Pawn) const |
| virtual void | SpawnedPlayerDeath (FPlayerDeath &PlayerDeath, APawn *PawnThatDied) |
| virtual void | SpawnedAIDeath (FPlayerDeath &PlayerDeath, APawn *PawnThatDied) |
| void | OnPlayerDeath (const FPlayerDeath &PlayerDeath) |
| void | OnAIDeath (const FPlayerDeath &PlayerDeath) |
| TArray< FPlayerDeath > & | GetAllPlayerDeaths () |
| TArray< FPlayerDeath > & | GetAllAIDeaths () |
| virtual void | PreMatch () |
| virtual void | ReadyMatch () |
| virtual void | StartMatch () override |
| virtual void | EndMatch () override |
| virtual void | MatchCountdown () |
| virtual bool | ReadyToStartMatch_Implementation () override |
| void | OnPreMatch () |
| void | OnReadyMatch () |
| void | OnStartMatch () |
| void | OnEndMatch () |
| void | OnMatchCountdown () |
| virtual void | SetEndMatchCondition () |
| virtual bool | GetIsMatchOver () |
| virtual void | UpdateGameState () |
| FTransform | FindRandomPlayerStart () const |
| FTransform | FindRandomAIPlayerStart () const |
| FTransform | FindTeamPlayerStart (const int32 TeamID) |
| void | LogMissingPointer (const FString &PointerName) const |
| void | LogDebugError (const FString &Message) const |
| void | LogDebugWarning (const FString &Message) const |
| void | LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const |
Private Member Functions | |
| AActor * | FindBestPlayerStart (TArray< AActor * > Starts) const |
| void | GetAllPlayerStarts () |
| void | ResetTeamScores () |
Private Attributes | |
| FMatchState | MultiplayerMatchState |
| FTimerHandle | PreMatchTimerHandle |
| FTimerHandle | ReadyMatchTimerHandle |
| FTimerHandle | MatchTimerHandle |
| FTimerHandle | UpdatePlayerListTimerHandle |
| bool | bEndMatchCondition = false |
| AOnlineGameMode::AOnlineGameMode | ( | ) |
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Old Way used for only 2 Teams
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Reimplemented in ACampaignGameMode, AMultiplayerGameMode, AMultiplayerHordeGameMode, and AQuestExampleGameMode.
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Condition Met to finish match
Reimplemented in AMultiplayerGameMode.
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Implements IOnlineGM.
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Loop while in Match
Reimplemented in AMultiplayerGameMode, and AMultiplayerHordeGameMode.
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Waiting for everyone to load in
Reimplemented in AMultiplayerGameMode.
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Everyone Ready to Start
Reimplemented in AMultiplayerGameMode.
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Set the game to end
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Reimplemented in ACampaignGameMode, AMultiplayerGameMode, and AMultiplayerHordeGameMode.
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Reimplemented in ACampaignGameMode, AMultiplayerGameMode, and AMultiplayerHordeGameMode.
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Start logic, Spawn in Players
Reimplemented in AMultiplayerGameMode, and AMultiplayerHordeGameMode.
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Reimplemented in AMultiplayerGameMode.
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| void AOnlineGameMode::UpdateScore | ( | ) |
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All AI Player Starts (Player Starts with a Tag "@TODO ")
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All Player Controllers
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Player Start that was last used to spawn player
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Number of Players Required to start
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Player Starts All Player Starts
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| float AOnlineGameMode::UpdatePlayerListDelay = 0.3f |
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