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FPSGameMode.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSGameMode.h"
#include "Player/LyraPlayerState.h"
#include "System/LyraAssetManager.h"
#include "GameModes/LyraExperienceManagerComponent.h"
#include "GameModes/LyraExperienceDefinition.h"
#include "Character/LyraPawnExtensionComponent.h"
#include "LyraLogChannels.h"
const ULyraPawnData *AFPSGameMode::GetEnemyDataForController(const AController *InController) const
{
// See if pawn data is already set on the player state
if (InController != nullptr)
{
if (const ALyraPlayerState* LyraPS = InController->GetPlayerState<ALyraPlayerState>())
{
if (const ULyraPawnData* PawnData = LyraPS->GetPawnData<ULyraPawnData>())
{
return PawnData;
}
}
}
// If not, fall back to the the default for the current experience
check(GameState);
ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>();
check(ExperienceComponent);
if (ExperienceComponent->IsExperienceLoaded())
{
const ULyraExperienceDefinition* Experience = ExperienceComponent->GetCurrentExperienceChecked();
if (InController->IsPlayerController())
{
if (Experience->DefaultPawnData != nullptr)
{
//UE_LOG(LogLyra, Error, TEXT("GetEnemyDataForController on FPSGameMode was called."));
return Experience->DefaultPawnData;
}
}
else
{
if (Experience->DefaultEnemyData != nullptr)
{
//UE_LOG(LogLyra, Error, TEXT("GetEnemyDataForController on FPSGameMode was called."));
return Experience->DefaultEnemyData;
}
}
// Experience is loaded and there's still no pawn data, fall back to the default for now
return ULyraAssetManager::Get().GetDefaultPawnData();
}
// Experience not loaded yet, so there is no pawn data to be had
return nullptr;
}
APawn* AFPSGameMode::SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer,
const FTransform& SpawnTransform)
{
//UE_LOG(LogLyra, Warning, TEXT("SpawnDefaultPawn on FPSGameMode was called."));
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = GetInstigator();
SpawnInfo.ObjectFlags |= RF_Transient; // Never save the default player pawns into a map.
SpawnInfo.bDeferConstruction = true;
if (UClass* PawnClass = GetDefaultPawnClassForController(NewPlayer))
{
if (APawn* SpawnedPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnInfo))
{
if (ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(SpawnedPawn))
{
if (const ULyraPawnData* PawnData = GetEnemyDataForController(NewPlayer))
//if (const ULyraPawnData* PawnData = GetPawnDataForController(NewPlayer))
{
//UE_LOG(LogLyra, Warning, TEXT("GetEnemyDataForController on FPSGameMode was called."));
PawnExtComp->SetPawnData(PawnData);
}
else
{
UE_LOG(LogLyra, Error, TEXT("Game mode was unable to set PawnData on the spawned pawn [%s]."), *GetNameSafe(SpawnedPawn));
}
}
SpawnedPawn->FinishSpawning(SpawnTransform);
return SpawnedPawn;
}
else
{
UE_LOG(LogLyra, Error, TEXT("Game mode was unable to spawn Pawn of class [%s] at [%s]."), *GetNameSafe(PawnClass), *SpawnTransform.ToHumanReadableString());
}
}
else
{
UE_LOG(LogLyra, Error, TEXT("Game mode was unable to spawn Pawn due to NULL pawn class."));
}
return nullptr;
// super not needed in this case as we don't want to call the parents implmentation
//return Super::SpawnDefaultPawnAtTransform_Implementation(NewPlayer, SpawnTransform);
}