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

90 lines
3.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AllInCountdownInitiatedDelegate.h"
#include "PlayerStartupControllerCreatedDelegate.h"
#include "PlayerStartupControllerDestroyedDelegate.h"
#include "PlayerStartupControllerRegisteredDelegate.h"
#include "FortPlayerStartupController.generated.h"
class AFortPlayerControllerZone;
UCLASS(Blueprintable, Config=Game)
class FORTNITEGAME_API AFortPlayerStartupController : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UseIndividualHoldingAreas;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float DelayAfterFirstInTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
float ContainmentTimer;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float AllInCountdownTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ErodeShieldTime;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float StopJoinabilityTime;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool DestroyImmediately;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerStartupControllerCreated OnPlayerStartupControllerCreated;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerStartupControllerRegistered OnPlayerStartupControllerRegistered;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAllInCountdownInitiated OnAllInCountdownInitiated;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerStartupControllerDestroyed OnPlayerStartupControllerDestroyed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerStartupControllerDestroyed OnResetContainmentTimer;
AFortPlayerStartupController();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
void OnPlayerLoadedIn_BP(AFortPlayerControllerZone* NewPlayerPC);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
void OnAllPlayersLoadedIn_BP();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
void HandlePlayerStartupControllerReset();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
void HandlePlayerStartupControllerRegistered();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
void HandlePlayerStartupControllerDestroyed();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
void HandlePlayerStartupControllerCreated();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
void HandleAllInCountdownInitiated();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
int32 GetNumPlayersStillWaitingFor();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
int32 GetNumPlayersExpected();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
int32 GetNumPlayersCurrentlyReady();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
float GetContainmentTimeRemaining();
};