Download LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class APlayerState; | |
| class FLifetimeProperty; | |
| extern ENGINE_API float GAverageFPS; | |
| ALyraGameState::ALyraGameState(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| PrimaryActorTick.bCanEverTick = true; | |
| PrimaryActorTick.bStartWithTickEnabled = true; | |
| AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<ULyraAbilitySystemComponent>(this, TEXT("AbilitySystemComponent")); | |
| AbilitySystemComponent->SetIsReplicated(true); | |
| AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed); | |
| ExperienceManagerComponent = CreateDefaultSubobject<ULyraExperienceManagerComponent>(TEXT("ExperienceManagerComponent")); | |
| ServerFPS = 0.0f; | |
| } | |
| void ALyraGameState::PreInitializeComponents() | |
| { | |
| Super::PreInitializeComponents(); | |
| } | |
| void ALyraGameState::PostInitializeComponents() | |
| { | |
| Super::PostInitializeComponents(); | |
| check(AbilitySystemComponent); | |
| AbilitySystemComponent->InitAbilityActorInfo(/*Owner=*/ this, /*Avatar=*/ this); | |
| } | |
| UAbilitySystemComponent* ALyraGameState::GetAbilitySystemComponent() const | |
| { | |
| return AbilitySystemComponent; | |
| } | |
| void ALyraGameState::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| void ALyraGameState::AddPlayerState(APlayerState* PlayerState) | |
| { | |
| Super::AddPlayerState(PlayerState); | |
| } | |
| void ALyraGameState::RemovePlayerState(APlayerState* PlayerState) | |
| { | |
| //@TODO: This isn't getting called right now (only the 'rich' AGameMode uses it, not AGameModeBase) | |
| // Need to at least comment the engine code, and possibly move things around | |
| Super::RemovePlayerState(PlayerState); | |
| } | |
| void ALyraGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) | |
| { | |
| // Remove inactive and bots | |
| for (int32 i = PlayerArray.Num() - 1; i >= 0; i--) | |
| { | |
| APlayerState* PlayerState = PlayerArray[i]; | |
| if (PlayerState && (PlayerState->IsABot() || PlayerState->IsInactive())) | |
| { | |
| RemovePlayerState(PlayerState); | |
| } | |
| } | |
| } | |
| void ALyraGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME(ThisClass, ServerFPS); | |
| DOREPLIFETIME_CONDITION(ThisClass, RecorderPlayerState, COND_ReplayOnly); | |
| } | |
| void ALyraGameState::Tick(float DeltaSeconds) | |
| { | |
| Super::Tick(DeltaSeconds); | |
| if (GetLocalRole() == ROLE_Authority) | |
| { | |
| ServerFPS = GAverageFPS; | |
| } | |
| } | |
| void ALyraGameState::MulticastMessageToClients_Implementation(const FLyraVerbMessage Message) | |
| { | |
| if (GetNetMode() == NM_Client) | |
| { | |
| UGameplayMessageSubsystem::Get(this).BroadcastMessage(Message.Verb, Message); | |
| } | |
| } | |
| void ALyraGameState::MulticastReliableMessageToClients_Implementation(const FLyraVerbMessage Message) | |
| { | |
| MulticastMessageToClients_Implementation(Message); | |
| } | |
| float ALyraGameState::GetServerFPS() const | |
| { | |
| return ServerFPS; | |
| } | |
| void ALyraGameState::SetRecorderPlayerState(APlayerState* NewPlayerState) | |
| { | |
| if (RecorderPlayerState == nullptr) | |
| { | |
| // Set it and call the rep callback so it can do any record-time setup | |
| RecorderPlayerState = NewPlayerState; | |
| OnRep_RecorderPlayerState(); | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyra, Warning, TEXT("SetRecorderPlayerState was called on %s but should only be called once per game on the primary user"), *GetName()); | |
| } | |
| } | |
| APlayerState* ALyraGameState::GetRecorderPlayerState() const | |
| { | |
| // TODO: Maybe auto select it if null? | |
| return RecorderPlayerState; | |
| } | |
| void ALyraGameState::OnRep_RecorderPlayerState() | |
| { | |
| OnRecorderPlayerStateChangedEvent.Broadcast(RecorderPlayerState); | |
| } |