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AOnlineGameState Class Reference

#include <OnlineGameState.h>

Inheritance diagram for AOnlineGameState:
IOnlineGS ISaveLoad ACampaignGameState AMultiplayerGameState AQuestExampleGameState

Public Member Functions

 AOnlineGameState ()
 
virtual void MatchOver () override
 
virtual void UpdatePlayerList () override
 
virtual void SetOnlineMatchState (const FMatchState &State) override
 
virtual void SetMultiplayerMode (const EMultiplayerMode Mode) override
 
virtual EMultiplayerMode GetMultiplayerMode () const override
 
virtual void SetScoreGoal (const int32 Goal) override
 
virtual bool SaveGame () override
 
virtual bool LoadGame () override
 

Public Attributes

FOnGameStateUpdated OnGameStateUpdated
 
FOnMultiplayerStateUpdated OnMultiplayerStateUpdated
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual void AddPlayerState (APlayerState *PlayerState) override
 
virtual void RemovePlayerState (APlayerState *PlayerState) override
 
virtual bool SavePlayer (APlayerState *PlayerState)
 
virtual bool LoadPlayer (APlayerState *PlayerState)
 
virtual void Client_SetScoreGoal (const int32 Goal)
 
virtual void Client_MatchOver ()
 
virtual void OnPlayersReplicated ()
 
virtual void OnMatchStateUpdated ()
 
void OnUpdatePlayerStates (const TArray< APlayerState * > &States)
 

Protected Attributes

int32 GoalScore = 0
 
TArray< APlayerState * > AllPlayerStates
 
EMultiplayerMode MultiplayerMode = EMultiplayerMode::Default
 
TArray< FTeamScoreDataTotalScores
 
FMatchState MultiplayerMatchState
 

Constructor & Destructor Documentation

◆ AOnlineGameState()

AOnlineGameState::AOnlineGameState ( )
13{
14
15}

Member Function Documentation

◆ AddPlayerState()

void AOnlineGameState::AddPlayerState ( APlayerState * PlayerState)
overrideprotectedvirtual

Reimplemented in ACampaignGameState, and AQuestExampleGameState.

31{
32 Super::AddPlayerState(PlayerState);
33 for(const auto Component : GetComponents())
34 {
35 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
36 if(GameStateComponent == nullptr){continue;}
37 GameStateComponent->PlayerAdded(PlayerState);
38 }
39 LoadPlayer(PlayerState);
40}
virtual bool LoadPlayer(APlayerState *PlayerState)
Definition OnlineGameState.cpp:47

◆ BeginPlay()

void AOnlineGameState::BeginPlay ( )
overrideprotectedvirtual

Reimplemented in ACampaignGameState, and AQuestExampleGameState.

18{
19 Super::BeginPlay();
20 for(const auto Component : GetComponents())
21 {
22 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
23 if(GameStateComponent == nullptr){continue;}
24 OnGameStateUpdated.AddUniqueDynamic(GameStateComponent, &UGameStateComponentBase::OnGameStateUpdated);
25 OnMultiplayerStateUpdated.AddUniqueDynamic(GameStateComponent, &UGameStateComponentBase::OnMultiplayerStateUpdated);
26 }
28}
FOnMultiplayerStateUpdated OnMultiplayerStateUpdated
Definition OnlineGameState.h:32
FOnGameStateUpdated OnGameStateUpdated
Definition OnlineGameState.h:30
static bool LoadGame(const UObject *WorldContextObject)
Definition SaveLoadBPLib.cpp:181

◆ Client_MatchOver()

virtual void AOnlineGameState::Client_MatchOver ( )
protectedvirtual

◆ Client_SetScoreGoal()

virtual void AOnlineGameState::Client_SetScoreGoal ( const int32 Goal)
protectedvirtual

◆ GetMultiplayerMode()

EMultiplayerMode AOnlineGameState::GetMultiplayerMode ( ) const
overridevirtual

Implements IOnlineGS.

126{
127 return MultiplayerMode;
128}
EMultiplayerMode MultiplayerMode
Definition OnlineGameState.h:92

◆ LoadGame()

bool AOnlineGameState::LoadGame ( )
overridevirtual

Implements ISaveLoad.

Reimplemented in ACampaignGameState, and AQuestExampleGameState.

141{
142 for(auto Player : PlayerArray)
143 {
144 LoadPlayer(Player);
145 }
147}
static bool LoadAllComponents(AActor *Actor)
Definition SaveLoadBPLib.cpp:112

◆ LoadPlayer()

bool AOnlineGameState::LoadPlayer ( APlayerState * PlayerState)
protectedvirtual
48{
49 return USaveLoadBPLib::LoadPlayer(PlayerState);
50}
static bool LoadPlayer(APlayerState *PlayerState)
Definition SaveLoadBPLib.cpp:92

◆ MatchOver()

void AOnlineGameState::MatchOver ( )
overridevirtual

Implements IOnlineGS.

105{
107}
virtual void Client_MatchOver()

◆ OnMatchStateUpdated()

void AOnlineGameState::OnMatchStateUpdated ( )
protectedvirtual

Reimplemented in ACampaignGameState.

75{
77
78}
FMatchState MultiplayerMatchState
Definition OnlineGameState.h:96

◆ OnPlayersReplicated()

void AOnlineGameState::OnPlayersReplicated ( )
protectedvirtual

Reimplemented in AQuestExampleGameState.

87{
88 AllPlayerStates = PlayerArray;
90}
void OnUpdatePlayerStates(const TArray< APlayerState * > &States)
TArray< APlayerState * > AllPlayerStates
Definition OnlineGameState.h:90

◆ OnUpdatePlayerStates()

void AOnlineGameState::OnUpdatePlayerStates ( const TArray< APlayerState * > & States)
protected

◆ RemovePlayerState()

void AOnlineGameState::RemovePlayerState ( APlayerState * PlayerState)
overrideprotectedvirtual

Reimplemented in ACampaignGameState, and AQuestExampleGameState.

53{
54 Super::RemovePlayerState(PlayerState);
55 for(const auto Component : GetComponents())
56 {
57 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
58 if(GameStateComponent == nullptr){continue;}
59 GameStateComponent->PlayerRemoved(PlayerState);
60 }
61}

◆ SaveGame()

bool AOnlineGameState::SaveGame ( )
overridevirtual

Implements ISaveLoad.

Reimplemented in ACampaignGameState, and AQuestExampleGameState.

132{
133 for(auto Player : PlayerArray)
134 {
135 SavePlayer(Player);
136 }
138}
virtual bool SavePlayer(APlayerState *PlayerState)
Definition OnlineGameState.cpp:42
static bool SaveAllComponents(AActor *Actor)
Definition SaveLoadBPLib.cpp:107

◆ SavePlayer()

bool AOnlineGameState::SavePlayer ( APlayerState * PlayerState)
protectedvirtual
43{
44 return USaveLoadBPLib::SavePlayer(PlayerState);
45}
static bool SavePlayer(APlayerState *PlayerState)
Definition SaveLoadBPLib.cpp:78

◆ SetMultiplayerMode()

void AOnlineGameState::SetMultiplayerMode ( const EMultiplayerMode Mode)
overridevirtual

Implements IOnlineGS.

121{
122 MultiplayerMode = Mode;
123}

◆ SetOnlineMatchState()

void AOnlineGameState::SetOnlineMatchState ( const FMatchState & State)
overridevirtual

Implements IOnlineGS.

65{
67 {
69 }
71 OnGameStateUpdated.Broadcast(State);
72}
EMatchState MatchState
Definition BaseData.h:1081

◆ SetScoreGoal()

void AOnlineGameState::SetScoreGoal ( const int32 Goal)
overridevirtual

Implements IOnlineGS.

94{
96}
virtual void Client_SetScoreGoal(const int32 Goal)

◆ UpdatePlayerList()

void AOnlineGameState::UpdatePlayerList ( )
overridevirtual

Implements IOnlineGS.

Reimplemented in AQuestExampleGameState.

81{
82 AllPlayerStates = PlayerArray;
84}
virtual void OnPlayersReplicated()
Definition OnlineGameState.cpp:86

Member Data Documentation

◆ AllPlayerStates

TArray<APlayerState* > AOnlineGameState::AllPlayerStates
protected

◆ GoalScore

int32 AOnlineGameState::GoalScore = 0
protected

◆ MultiplayerMatchState

FMatchState AOnlineGameState::MultiplayerMatchState
protected

◆ MultiplayerMode

EMultiplayerMode AOnlineGameState::MultiplayerMode = EMultiplayerMode::Default
protected

◆ OnGameStateUpdated

FOnGameStateUpdated AOnlineGameState::OnGameStateUpdated

◆ OnMultiplayerStateUpdated

FOnMultiplayerStateUpdated AOnlineGameState::OnMultiplayerStateUpdated

◆ TotalScores

TArray<FTeamScoreData> AOnlineGameState::TotalScores
protected

The documentation for this class was generated from the following files: