Files
FNGameProj/Source/FortniteGame/Public/FortGameStateBase.h
2024-01-21 00:41:14 +01:00

40 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameState.h"
#include "FortGameStateBase.generated.h"
class AFortMissionStormShield;
class AFortTimeOfDayManager;
UCLASS(Blueprintable)
class FORTNITEGAME_API AFortGameStateBase : public AGameState {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_TimeOfDayManager, meta=(AllowPrivateAccess=true))
AFortTimeOfDayManager* FortTimeOfDayManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_StormShield, meta=(AllowPrivateAccess=true))
AFortMissionStormShield* StormShield;
public:
AFortGameStateBase();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void OnRep_TimeOfDayManager();
UFUNCTION(BlueprintCallable)
void OnRep_StormShield();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
AFortTimeOfDayManager* GetTimeOfDayManager() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortMissionStormShield* GetStormShield();
};