61 lines
1.1 KiB
C++
61 lines
1.1 KiB
C++
#pragma once
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#include "LuaPlayerState.h"
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#include "LevelPlayerState.generated.h"
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class ABusyPlayerRole;
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DECLARE_LOG_CATEGORY_EXTERN(LogLevelPlayerState, Log, All);
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UCLASS()
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class ALevelPlayerState : public ALuaPlayerState
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{
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GENERATED_BODY()
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public:
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virtual void BeginPlay() override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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public: // 给蓝图初始化的接口
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UFUNCTION(BlueprintCallable)
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AActor* CreateRoleRoster(class APlayerController* PlayerController);
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public: // 给蓝图的Get接口
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UFUNCTION(BlueprintCallable)
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ABusyPlayerRole* GetControlledRole() const;
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public: // 给蓝图的Set接口
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UFUNCTION(BlueprintCallable)
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void SetRoleRoster(const TArray<ABusyPlayerRole*>& Roster);
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public:
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public:
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protected:
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virtual FVector2D GetSpawnLocation()const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TArray<TSubclassOf<ABusyPlayerRole>> RoleClasses;
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protected:
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UPROPERTY(Replicated, BlueprintReadOnly)
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int ControlledRoleIndex = -1;
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UPROPERTY(Replicated, BlueprintReadOnly)
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TArray<ABusyPlayerRole*> RoleRoster;
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};
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