├── .gitignore ├── Build ├── AllDesktop │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── AndroidClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ASTC │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ASTCClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ATC │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ATCClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_DXT │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_DXTClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC1 │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC1Client │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC1a │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC1aClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC2 │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_ETC2Client │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_Multi │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_MultiClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_PVRTC │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Android_PVRTCClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── IOS │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── IOSClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Lumin │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── LuminClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── TVOS │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── TVOSClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── Windows │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── WindowsClient │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── WindowsNoEditor │ └── FileOpenOrder │ │ └── CookerOpenOrder.log ├── WindowsServer │ └── FileOpenOrder │ │ └── CookerOpenOrder.log └── XXX │ └── FileOpenOrder │ └── CookerOpenOrder.log ├── Config ├── DefaultEditor.ini ├── DefaultEngine.ini ├── DefaultGame.ini └── DefaultInput.ini ├── Content ├── Character │ ├── BP_BattleCharacter.uasset │ └── BP_DeathActor.uasset ├── FXVarietyPack │ ├── Materials │ │ ├── MI_ky_smoke01.uasset │ │ ├── MI_ky_smoke01b.uasset │ │ ├── MI_ky_smoke01c.uasset │ │ └── M_ky_smoke01.uasset │ ├── Particles │ │ ├── P_ky_thunderBall.uasset │ │ └── P_ky_waterBall.uasset │ └── Textures │ │ ├── T_ky_noise6.uasset │ │ └── T_ky_smoke1.uasset ├── GameSettings │ ├── BP_BattleGameInstance.uasset │ ├── BP_BattleGameMode.uasset │ ├── BP_BattlePlayerController.uasset │ ├── BP_BattlePlayerState.uasset │ └── StartMap │ │ └── GM_StartMap.uasset ├── Mannequin │ ├── Animations │ │ ├── Death_1.uasset │ │ ├── Death_1_Montage.uasset │ │ ├── ThirdPersonIdle.uasset │ │ ├── ThirdPersonJump_Loop.uasset │ │ ├── ThirdPersonJump_Start.uasset │ │ ├── ThirdPersonRun.uasset │ │ ├── ThirdPersonWalk.uasset │ │ ├── ThirdPerson_AnimBP.uasset │ │ ├── ThirdPerson_IdleRun_2D.uasset │ │ └── ThirdPerson_Jump.uasset │ └── Character │ │ ├── Materials │ │ ├── M_UE4Man_Body.uasset │ │ ├── M_UE4Man_ChestLogo.uasset │ │ └── MaterialLayers │ │ │ ├── ML_GlossyBlack_Latex_UE4.uasset │ │ │ ├── ML_Plastic_Shiny_Beige.uasset │ │ │ ├── ML_Plastic_Shiny_Beige_LOGO.uasset │ │ │ ├── ML_SoftMetal_UE4.uasset │ │ │ ├── T_ML_Aluminum01.uasset │ │ │ ├── T_ML_Aluminum01_N.uasset │ │ │ ├── T_ML_Rubber_Blue_01_D.uasset │ │ │ └── T_ML_Rubber_Blue_01_N.uasset │ │ ├── Mesh │ │ ├── SK_Mannequin.uasset │ │ ├── SK_Mannequin_PhysicsAsset.uasset │ │ └── UE4_Mannequin_Skeleton.uasset │ │ └── Textures │ │ ├── UE4Man_Logo_N.uasset │ │ ├── UE4_LOGO_CARD.uasset │ │ ├── UE4_Mannequin_MAT_MASKA.uasset │ │ └── UE4_Mannequin__normals.uasset ├── Maps │ ├── MainMap.umap │ ├── MainMap_BuiltData.uasset │ └── StartMap.umap ├── StarterContent │ ├── Particles │ │ ├── Materials │ │ │ ├── M_Burst.uasset │ │ │ ├── M_Dust_Particle.uasset │ │ │ ├── M_Fire_SubUV.uasset │ │ │ ├── M_Heat_Distortion.uasset │ │ │ ├── M_Radial_Gradient.uasset │ │ │ ├── M_Spark.uasset │ │ │ ├── M_explosion_subUV.uasset │ │ │ ├── M_radial_ramp.uasset │ │ │ ├── M_smoke_subUV.uasset │ │ │ └── m_flare_01.uasset │ │ ├── P_Ambient_Dust.uasset │ │ ├── P_Explosion.uasset │ │ ├── P_Fire.uasset │ │ ├── P_Fire_1.uasset │ │ ├── P_Smoke.uasset │ │ ├── P_Sparks.uasset │ │ └── P_Steam_Lit.uasset │ └── Textures │ │ ├── T_Burst_M.uasset │ │ ├── T_Dust_Particle_D.uasset │ │ ├── T_Explosion_SubUV.uasset │ │ ├── T_Fire_SubUV.uasset │ │ ├── T_Fire_Tiled_D.uasset │ │ ├── T_Smoke_SubUV.uasset │ │ ├── T_Smoke_Tiled_D.uasset │ │ ├── T_Spark_Core.uasset │ │ └── T_Water_N.uasset ├── TriggerActor │ └── BP_TriggerActor.uasset └── UI │ ├── Attributes.uasset │ ├── GameLose.uasset │ ├── PlayerInfo.uasset │ ├── PlayerList.uasset │ ├── PlayerReady.uasset │ ├── Sessions │ ├── FindSession.uasset │ ├── GameMainUI.uasset │ ├── SessionItem.uasset │ └── SessionPlayerNumIsFull.uasset │ ├── WaitToStart.uasset │ └── WinnerUI.uasset ├── MyNetTest.uproject ├── README.md └── Source ├── MyNetTest.Target.cs ├── MyNetTest ├── MyNetTest.Build.cs ├── MyNetTest.cpp ├── MyNetTest.h ├── MyNetTestGameModeBase.cpp ├── MyNetTestGameModeBase.h ├── Private │ ├── Character │ │ ├── BattleCharacter.cpp │ │ ├── DeathActor.cpp │ │ └── TriggerActor.cpp │ ├── CharacterAttributeIWidget.cpp │ └── GameSettings │ │ ├── BattleGameInstance.cpp │ │ ├── BattleGameMode.cpp │ │ ├── BattleGameState.cpp │ │ ├── BattlePlayerController.cpp │ │ └── BattlePlayerState.cpp └── Public │ ├── Character │ ├── BattleCharacter.h │ ├── DeathActor.h │ └── TriggerActor.h │ ├── CharacterAttributeIWidget.h │ └── GameSettings │ ├── BattleGameInstance.h │ ├── BattleGameMode.h │ ├── BattleGameState.h │ ├── BattlePlayerController.h │ └── BattlePlayerState.h └── MyNetTestEditor.Target.cs /.gitignore: -------------------------------------------------------------------------------- 1 | Binaries 2 | DerivedDataCache 3 | Intermediate 4 | Saved 5 | .vscode 6 | .vs 7 | *.VC.db 8 | *.opensdf 9 | 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"../../../../../../Utils/GitHub/MyNetTest/Content/UI/PlayerReady.uasset" 415 417 | "../../../../../../Utils/GitHub/MyNetTest/Content/UI/WaitToStart.uasset" 416 418 | "../../../../../../Utils/GitHub/MyNetTest/Content/Maps/MainMap.umap" 417 419 | "../../../../../../Utils/GitHub/MyNetTest/Content/GameSettings/StartMap/GM_StartMap.uasset" 418 420 | "../../../../../../Utils/GitHub/MyNetTest/Content/Maps/StartMap.umap" 419 421 | -------------------------------------------------------------------------------- /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [/Script/Engine.Engine] 2 | +ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/MyNetTest") 3 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/MyNetTest") 4 | +ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="MyNetTestGameModeBase") 5 | 6 | [/Script/HardwareTargeting.HardwareTargetingSettings] 7 | TargetedHardwareClass=Desktop 8 | AppliedTargetedHardwareClass=Desktop 9 | DefaultGraphicsPerformance=Maximum 10 | AppliedDefaultGraphicsPerformance=Maximum 11 | 12 | [/Script/EngineSettings.GameMapsSettings] 13 | EditorStartupMap=/Game/Maps/MainMap.MainMap 14 | GameDefaultMap=/Game/Maps/StartMap.StartMap 15 | GlobalDefaultGameMode=/Game/GameSettings/BP_BattleGameMode.BP_BattleGameMode_C 16 | GameInstanceClass=/Game/GameSettings/BP_BattleGameInstance.BP_BattleGameInstance_C 17 | 18 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | 2 | [/Script/EngineSettings.GeneralProjectSettings] 3 | ProjectID=D1451F00449BED9933964D9BF9D44B74 4 | -------------------------------------------------------------------------------- /Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | 2 | [/Script/Engine.InputSettings] 3 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 4 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 5 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 6 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 7 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 8 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 9 | 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+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | 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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 71 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 72 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 73 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 74 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 75 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 76 | 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"MyNetTest", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default", 11 | "AdditionalDependencies": [ 12 | "Engine", 13 | "UMG" 14 | ] 15 | } 16 | ] 17 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # MyNetTest 2 | 3 | Developed with Unreal Engine 4 4 | -------------------------------------------------------------------------------- /Source/MyNetTest.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class MyNetTestTarget : TargetRules 7 | { 8 | public MyNetTestTarget( TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | DefaultBuildSettings = BuildSettingsVersion.V2; 12 | ExtraModuleNames.AddRange( new string[] { "MyNetTest" } ); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Source/MyNetTest/MyNetTest.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | 5 | public class MyNetTest : ModuleRules 6 | { 7 | public MyNetTest(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); 12 | 13 | PrivateDependencyModuleNames.AddRange(new string[] { }); 14 | 15 | // Uncomment if you are using Slate UI 16 | // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); 17 | 18 | // Uncomment if you are using online features 19 | // PrivateDependencyModuleNames.Add("OnlineSubsystem"); 20 | 21 | // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Source/MyNetTest/MyNetTest.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "MyNetTest.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyNetTest, "MyNetTest" ); 7 | -------------------------------------------------------------------------------- /Source/MyNetTest/MyNetTest.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | 7 | -------------------------------------------------------------------------------- /Source/MyNetTest/MyNetTestGameModeBase.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | 4 | #include "MyNetTestGameModeBase.h" 5 | 6 | -------------------------------------------------------------------------------- /Source/MyNetTest/MyNetTestGameModeBase.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameModeBase.h" 7 | #include "MyNetTestGameModeBase.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class MYNETTEST_API AMyNetTestGameModeBase : public AGameModeBase 14 | { 15 | GENERATED_BODY() 16 | 17 | }; 18 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/Character/BattleCharacter.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/UnderTheBlueSky/MyNetTest/e2b134e83de0e5eaf192705886320c48173cf8ca/Source/MyNetTest/Private/Character/BattleCharacter.cpp -------------------------------------------------------------------------------- /Source/MyNetTest/Private/Character/DeathActor.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "Character/DeathActor.h" 5 | #include "UObject/ConstructorHelpers.h" 6 | 7 | // Sets default values 8 | ADeathActor::ADeathActor() 9 | { 10 | Mesh = CreateDefaultSubobject(TEXT("Mesh")); 11 | Mesh->AlwaysLoadOnClient = true; 12 | Mesh->AlwaysLoadOnServer = true; 13 | Mesh->bOwnerNoSee = false; 14 | 15 | 16 | } 17 | 18 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/Character/TriggerActor.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/UnderTheBlueSky/MyNetTest/e2b134e83de0e5eaf192705886320c48173cf8ca/Source/MyNetTest/Private/Character/TriggerActor.cpp -------------------------------------------------------------------------------- /Source/MyNetTest/Private/CharacterAttributeIWidget.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "CharacterAttributeIWidget.h" 5 | 6 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/GameSettings/BattleGameInstance.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "GameSettings/BattleGameInstance.h" 5 | 6 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/GameSettings/BattleGameMode.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "GameSettings/BattleGameMode.h" 5 | #include "GameSettings/BattlePlayerController.h" 6 | #include "GameFramework/GameStateBase.h" 7 | #include "GameFramework/PlayerState.h" 8 | #include "NET/OnlineEngineInterface.h" 9 | #include "GameFramework/GameSession.h" 10 | #include "Character/DeathActor.h" 11 | #include "Character/BattleCharacter.h" 12 | 13 | ABattleGameMode::ABattleGameMode() 14 | { 15 | MaxPlayerNum = 4; 16 | } 17 | 18 | void ABattleGameMode::PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) 19 | { 20 | // Login unique id must match server expected unique id type OR No unique id could mean game doesn't use them 21 | const bool bUniqueIdCheckOk = (!UniqueId.IsValid() || (UniqueId.GetType() == UOnlineEngineInterface::Get()->GetDefaultOnlineSubsystemName())); 22 | if (bUniqueIdCheckOk) 23 | { 24 | ErrorMessage = GameSession->ApproveLogin(Options); 25 | } 26 | else 27 | { 28 | ErrorMessage = TEXT("incompatible_unique_net_id"); 29 | } 30 | if (NumPlayers == MaxPlayerNum) 31 | { 32 | ErrorMessage = TEXT("Player_count_is_full"); 33 | } 34 | 35 | FGameModeEvents::GameModePreLoginEvent.Broadcast(this, UniqueId, ErrorMessage); 36 | } 37 | 38 | void ABattleGameMode::PostLogin(APlayerController* NewPlayer) 39 | { 40 | Super::PostLogin(NewPlayer); 41 | if (GetLocalRole() == ROLE_Authority) 42 | { 43 | ABattlePlayerController* PC = Cast(NewPlayer); 44 | PC->StartPlayerPawn(); 45 | AGameStateBase* TempGameState = GetWorld()->GetGameState(); 46 | int PlayerCount = TempGameState->PlayerArray.Num(); 47 | switch (PlayerCount) 48 | { 49 | case 1: 50 | PC->PlayerName = TEXT("Player1"); 51 | PC->PlayerState->SetPlayerName(TEXT("Player1")); 52 | break; 53 | case 2: 54 | PC->PlayerName = TEXT("Player2"); 55 | PC->PlayerState->SetPlayerName(TEXT("Player2")); 56 | break; 57 | case 3: 58 | PC->PlayerName = TEXT("Player3"); 59 | PC->PlayerState->SetPlayerName(TEXT("Player3")); 60 | break; 61 | case 4: 62 | PC->PlayerName = TEXT("Player4"); 63 | PC->PlayerState->SetPlayerName(TEXT("Player4")); 64 | break; 65 | case 5: 66 | PC->PlayerName = TEXT("Player5"); 67 | PC->PlayerState->SetPlayerName(TEXT("Player5")); 68 | break; 69 | case 6: 70 | PC->PlayerName = TEXT("Player6"); 71 | PC->PlayerState->SetPlayerName(TEXT("Player6")); 72 | break; 73 | case 7: 74 | PC->PlayerName = TEXT("Player7"); 75 | PC->PlayerState->SetPlayerName(TEXT("Player7")); 76 | break; 77 | case 8: 78 | PC->PlayerName = TEXT("Player8"); 79 | PC->PlayerState->SetPlayerName(TEXT("Player8")); 80 | break; 81 | case 9: 82 | PC->PlayerName = TEXT("Player9"); 83 | PC->PlayerState->SetPlayerName(TEXT("Player9")); 84 | break; 85 | case 10: 86 | PC->PlayerName = TEXT("Player10"); 87 | PC->PlayerState->SetPlayerName(TEXT("Player10")); 88 | break; 89 | } 90 | } 91 | } 92 | 93 | void ABattleGameMode::HandleMatchIsWaitingToStart() 94 | { 95 | Super::HandleMatchIsWaitingToStart(); 96 | 97 | } 98 | 99 | bool ABattleGameMode::ReadyToStartMatch_Implementation() 100 | { 101 | // If bDelayed Start is set, wait for a manual match start 102 | if (bDelayedStart) 103 | { 104 | return false; 105 | } 106 | 107 | // By default start when we have > 0 players 108 | if (GetMatchState() == MatchState::WaitingToStart) 109 | { 110 | if (NumPlayers + NumBots == MaxPlayerNum) 111 | { 112 | return true; 113 | } 114 | } 115 | return false; 116 | } 117 | // 118 | // void ABattleGameMode::PlayerPawnDeath(ABattleCharacter* Character, FTransform PawnTransform, FLinearColor Color) 119 | // { 120 | // FActorSpawnParameters SpawnParameters; 121 | // SpawnParameters.SpawnCollisionHandlingOverride =ESpawnActorCollisionHandlingMethod::AlwaysSpawn; 122 | // ADeathActor* DeathActor = GetWorld()->SpawnActor(ADeathActor::StaticClass(), PawnTransform, SpawnParameters); 123 | // DeathActor->Color = Color; 124 | // Character->Destroy(); 125 | // } 126 | 127 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/GameSettings/BattleGameState.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "GameSettings/BattleGameState.h" 5 | 6 | -------------------------------------------------------------------------------- /Source/MyNetTest/Private/GameSettings/BattlePlayerController.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/UnderTheBlueSky/MyNetTest/e2b134e83de0e5eaf192705886320c48173cf8ca/Source/MyNetTest/Private/GameSettings/BattlePlayerController.cpp -------------------------------------------------------------------------------- /Source/MyNetTest/Private/GameSettings/BattlePlayerState.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "GameSettings/BattlePlayerState.h" 5 | #include "NET/UnrealNetwork.h" 6 | #include "Character/BattleCharacter.h" 7 | #include "Delegates/MulticastDelegateBase.h" 8 | #include "GameFramework/GameStateBase.h" 9 | 10 | ABattlePlayerState::ABattlePlayerState() 11 | { 12 | bIsBinded = false; 13 | } 14 | 15 | void ABattlePlayerState::BeginPlay() 16 | { 17 | if (GetLocalRole() == ROLE_Authority) 18 | { 19 | AGameStateBase* TempGameState = GetWorld()->GetGameState(); 20 | int PlayerCount = TempGameState->PlayerArray.Num(); 21 | switch (PlayerCount) 22 | { 23 | case 1: 24 | PlayerColor = FLinearColor(FColor(220.0, 20.0, 60.0)); 25 | break; 26 | case 2: 27 | PlayerColor = FLinearColor(FColor(255.0, 0.0, 255.0)); 28 | break; 29 | case 3: 30 | PlayerColor = FLinearColor(FColor(75.0, 0.0, 130.0)); 31 | break; 32 | case 4: 33 | PlayerColor = FLinearColor(FColor(0.0, 0.0, 255.0)); 34 | break; 35 | case 5: 36 | PlayerColor = FLinearColor(FColor(0.0, 255.0, 255.0)); 37 | break; 38 | case 6: 39 | PlayerColor = FLinearColor(FColor(85.0, 107.0, 47.0)); 40 | break; 41 | case 7: 42 | PlayerColor = FLinearColor(FColor(255.0, 215.0, 0.0)); 43 | break; 44 | case 8: 45 | PlayerColor = FLinearColor(FColor(255.0, 255.0, 255.0)); 46 | break; 47 | case 9: 48 | PlayerColor = FLinearColor(FColor(0.0, 0.0, 0.0)); 49 | break; 50 | case 10: 51 | PlayerColor = FLinearColor(FColor(1.0, 0.425, 0.0)); 52 | break; 53 | } 54 | } 55 | } 56 | 57 | 58 | 59 | void ABattlePlayerState::BindPawnHealthChange_Implementation() 60 | { 61 | if (!bIsBinded) 62 | { 63 | BattleCharacter = Cast(GetPawn()); 64 | if(BattleCharacter) 65 | { 66 | BattleCharacter->HealthChanged.AddDynamic(this, &ABattlePlayerState::HealthChanged); 67 | bIsBinded = true; 68 | } 69 | } 70 | } 71 | 72 | void ABattlePlayerState::HealthChanged() 73 | { 74 | if (BattleCharacter) 75 | { 76 | PlayerHealth = BattleCharacter->Health; 77 | MaxPlayerHealth = BattleCharacter->MaxHealth; 78 | } 79 | } 80 | 81 | void ABattlePlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const 82 | { 83 | Super::GetLifetimeReplicatedProps(OutLifetimeProps); 84 | DOREPLIFETIME(ABattlePlayerState, PlayerHealth); 85 | DOREPLIFETIME(ABattlePlayerState, MaxPlayerHealth); 86 | DOREPLIFETIME(ABattlePlayerState, PlayerColor); 87 | } 88 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/Character/BattleCharacter.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Character.h" 7 | #include "GameSettings/BattlePlayerState.h" 8 | #include "BattleCharacter.generated.h" 9 | 10 | class UCameraComponent; 11 | class USpringArmComponent; 12 | class ABattlePlayerController; 13 | class UParticleSystemComponent; 14 | 15 | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FHealthChangeDelegate); 16 | 17 | 18 | 19 | UCLASS() 20 | class MYNETTEST_API ABattleCharacter : public ACharacter 21 | { 22 | GENERATED_BODY() 23 | 24 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Camera") 25 | class USpringArmComponent* CameraBoom; 26 | 27 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Camera") 28 | class UCameraComponent* FollowCamera; 29 | 30 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Particle") 31 | class UParticleSystemComponent* ParticleSystem; 32 | 33 | public: 34 | // Sets default values for this character's properties 35 | ABattleCharacter(); 36 | 37 | UPROPERTY(EditAnywhere,BlueprintReadWrite) 38 | TArray PlayerStateList; 39 | 40 | UPROPERTY(BlueprintAssignable) 41 | FHealthChangeDelegate HealthChanged; 42 | 43 | UPROPERTY(EditAnywhere, BlueprintReadWrite,ReplicatedUsing=Rep_HealthChange) 44 | float Health; 45 | 46 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 47 | float MaxHealth = 100.f; 48 | 49 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 50 | FTimerHandle MySprintTimerHandle; 51 | 52 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 53 | FTimerHandle HealthTimerHandle; 54 | 55 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 56 | class UAnimMontage* DeathMontage; 57 | 58 | UFUNCTION(BlueprintCallable) 59 | void Rep_HealthChange(); 60 | 61 | void UpdateOtherPlayerInfo(); 62 | 63 | UFUNCTION(BlueprintCallable) 64 | void InitPlayersInfo(); 65 | 66 | void OpenSprint(); 67 | 68 | void EndSprint(); 69 | 70 | UFUNCTION(Server, Reliable) 71 | void SetMaxSpeed(float NewMaxSpeed); 72 | 73 | UFUNCTION(Server, Reliable) 74 | void SetParticleVisiblity_OnServer(bool IsVisible); 75 | 76 | UFUNCTION(NetMulticast, Reliable) 77 | void SetParticleVisiblity_ToAll(bool IsVisible); 78 | 79 | UFUNCTION(Server, Reliable) 80 | void LoseHealth(); 81 | 82 | UFUNCTION(BlueprintCallable) 83 | void OpenTimerOnServer(FTimerHandle TimerHandle); 84 | 85 | UFUNCTION(BlueprintCallable) 86 | void StopTimerOnServer(FTimerHandle TimerHandle); 87 | 88 | UFUNCTION(BlueprintCallable) 89 | void ReducesHealthPerSecond(); 90 | 91 | UFUNCTION(Server, Reliable) 92 | void PlayMontageOnServer(class UAnimMontage* InMontage, float InPlayRate = 1.f, EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType::MontageLength, float InTimeToStartMontageAt = 0.f, bool bStopAllMontages = true); 93 | 94 | UFUNCTION(NetMulticast,Reliable) 95 | void PlayMontageToAll(class UAnimMontage* InMontage, float InPlayRate = 1.f, EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType::MontageLength, float InTimeToStartMontageAt = 0.f, bool bStopAllMontages = true); 96 | 97 | UFUNCTION(Server, Reliable) 98 | void IsDaed(); 99 | 100 | UFUNCTION(Server, Reliable) 101 | void HealthIsFull(); 102 | 103 | 104 | 105 | protected: 106 | 107 | virtual void BeginPlay() override; 108 | 109 | void MoveForward(float Value); 110 | 111 | void MoveRight(float Value); 112 | 113 | public: 114 | 115 | // Called to bind functionality to input 116 | virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; 117 | 118 | void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; 119 | 120 | FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } 121 | FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } 122 | FORCEINLINE class UParticleSystemComponent* GetParticleSystem() const { return ParticleSystem; } 123 | }; 124 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/Character/DeathActor.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Actor.h" 7 | #include "DeathActor.generated.h" 8 | 9 | UCLASS() 10 | class MYNETTEST_API ADeathActor : public AActor 11 | { 12 | GENERATED_BODY() 13 | 14 | /** The main skeletal mesh associated with this Character (optional sub-object). */ 15 | UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) 16 | USkeletalMeshComponent* Mesh; 17 | 18 | public: 19 | // Sets default values for this actor's properties 20 | ADeathActor(); 21 | 22 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 23 | class UAnimationAsset* NewAnimToPlay; 24 | 25 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 26 | FLinearColor Color; 27 | 28 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 29 | class UMaterialInstanceDynamic* MaterialInstanceDynamic; 30 | 31 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 32 | class UMaterialInterface* SourceMaterial; 33 | 34 | 35 | public: 36 | FORCEINLINE class USkeletalMeshComponent* GetMesh() const { return Mesh; } 37 | }; 38 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/Character/TriggerActor.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Actor.h" 7 | #include "TriggerActor.generated.h" 8 | 9 | class USphereComponent; 10 | 11 | 12 | UCLASS(config=Game) 13 | class MYNETTEST_API ATriggerActor : public AActor 14 | { 15 | GENERATED_BODY() 16 | 17 | UPROPERTY(VisibleAnywhere,BlueprintReadOnly,meta = (AllowPrivateAccess = "true")) 18 | class USphereComponent* ColloisionComponent; 19 | 20 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) 21 | class UParticleSystemComponent* ParticleSystem; 22 | 23 | 24 | 25 | public: 26 | // Sets default values for this actor's properties 27 | ATriggerActor(); 28 | 29 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 30 | float BasicDamage; 31 | 32 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 33 | float HealthReward; 34 | 35 | 36 | UFUNCTION() 37 | void OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); 38 | 39 | FORCEINLINE class USphereComponent* GetColloisionComponent() const { return ColloisionComponent; } 40 | FORCEINLINE class UParticleSystemComponent* GetParticleSystem() const { return ParticleSystem; } 41 | }; 42 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/CharacterAttributeIWidget.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "Blueprint/UserWidget.h" 7 | #include "CharacterAttributeIWidget.generated.h" 8 | 9 | 10 | /** 11 | * 12 | */ 13 | UCLASS() 14 | class MYNETTEST_API UCharacterAttributeIWidget : public UUserWidget 15 | { 16 | GENERATED_BODY() 17 | 18 | }; 19 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/GameSettings/BattleGameInstance.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "Engine/GameInstance.h" 7 | #include "BattleGameInstance.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class MYNETTEST_API UBattleGameInstance : public UGameInstance 14 | { 15 | GENERATED_BODY() 16 | 17 | 18 | public: 19 | 20 | }; 21 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/GameSettings/BattleGameMode.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameMode.h" 7 | #include "BattleGameMode.generated.h" 8 | 9 | class ABattleCharacter; 10 | 11 | /** 12 | * 13 | */ 14 | UCLASS() 15 | class MYNETTEST_API ABattleGameMode : public AGameMode 16 | { 17 | GENERATED_BODY() 18 | 19 | 20 | public: 21 | 22 | ABattleGameMode(); 23 | 24 | UPROPERTY(EditAnywhere,BlueprintReadWrite) 25 | int MaxPlayerNum; 26 | 27 | virtual void PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) override; 28 | 29 | virtual void PostLogin(APlayerController* NewPlayer) override; 30 | 31 | virtual void HandleMatchIsWaitingToStart() override; 32 | 33 | virtual bool ReadyToStartMatch_Implementation() override; 34 | 35 | UFUNCTION(BlueprintImplementableEvent) 36 | void PlayerPawnDeath(ABattleCharacter* Character); 37 | 38 | UFUNCTION(BlueprintImplementableEvent) 39 | void PlayerPawnHealthIsFull(ABattleCharacter* Character); 40 | }; 41 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/GameSettings/BattleGameState.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameState.h" 7 | #include "BattleGameState.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class MYNETTEST_API ABattleGameState : public AGameState 14 | { 15 | GENERATED_BODY() 16 | 17 | }; 18 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/GameSettings/BattlePlayerController.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/PlayerController.h" 7 | #include "BattlePlayerController.generated.h" 8 | 9 | class APlayerStart; 10 | class UUserWidget; 11 | 12 | /** 13 | * 14 | */ 15 | UCLASS() 16 | class MYNETTEST_API ABattlePlayerController : public APlayerController 17 | { 18 | GENERATED_BODY() 19 | 20 | public: 21 | ABattlePlayerController(); 22 | 23 | UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Attributes") 24 | TSubclassOf AttributesWidgetClass; 25 | 26 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 27 | UUserWidget* AttributesWidget; 28 | 29 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 30 | TSubclassOf PlayerListWidgetClass; 31 | 32 | UPROPERTY(EditAnywhere, BlueprintReadWrite) 33 | UUserWidget* PlayerListWidget; 34 | 35 | UPROPERTY(EditAnywhere, BlueprintReadWrite,Replicated) 36 | FString PlayerName; 37 | 38 | void StartPlayerPawn(); 39 | 40 | APlayerStart* FindStartLocation(FName StartTag); 41 | 42 | UFUNCTION(BlueprintCallable) 43 | void InitAttributes(); 44 | 45 | 46 | 47 | 48 | virtual void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override; 49 | }; 50 | -------------------------------------------------------------------------------- /Source/MyNetTest/Public/GameSettings/BattlePlayerState.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/PlayerState.h" 7 | #include "BattlePlayerState.generated.h" 8 | 9 | class ABattleCharacter; 10 | 11 | /** 12 | * 13 | */ 14 | UCLASS() 15 | class MYNETTEST_API ABattlePlayerState : public APlayerState 16 | { 17 | GENERATED_BODY() 18 | 19 | 20 | 21 | public: 22 | 23 | ABattlePlayerState(); 24 | 25 | ABattleCharacter* BattleCharacter; 26 | 27 | bool bIsBinded; 28 | 29 | UPROPERTY(EditAnywhere, BlueprintReadWrite,Replicated) 30 | float PlayerHealth; 31 | 32 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated) 33 | float MaxPlayerHealth; 34 | 35 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated) 36 | FLinearColor PlayerColor; 37 | 38 | UFUNCTION(Server, Reliable) 39 | void BindPawnHealthChange(); 40 | 41 | UFUNCTION() 42 | void HealthChanged(); 43 | 44 | 45 | 46 | 47 | virtual void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override; 48 | 49 | protected: 50 | 51 | virtual void BeginPlay() override; 52 | 53 | }; 54 | -------------------------------------------------------------------------------- /Source/MyNetTestEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class MyNetTestEditorTarget : TargetRules 7 | { 8 | public MyNetTestEditorTarget( TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | DefaultBuildSettings = BuildSettingsVersion.V2; 12 | ExtraModuleNames.AddRange( new string[] { "MyNetTest" } ); 13 | } 14 | } 15 | --------------------------------------------------------------------------------