46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ProjectFishGameMode.h"
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#include "ProjectFishPlayerController.h"
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#include "ProjectFishCharacter.h"
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#include "Settings/GameConfigSettings.h"
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#include "UObject/ConstructorHelpers.h"
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AProjectFishGameMode::AProjectFishGameMode()
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{
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// use our custom PlayerController class
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PlayerControllerClass = AProjectFishPlayerController::StaticClass();
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// set default pawn class to our Blueprinted character
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
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if (PlayerPawnBPClass.Class != nullptr)
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{
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DefaultPawnClass = PlayerPawnBPClass.Class;
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}
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// set default controller to our Blueprinted controller
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static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
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if(PlayerControllerBPClass.Class != NULL)
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{
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PlayerControllerClass = PlayerControllerBPClass.Class;
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}
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}
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void AProjectFishGameMode::BeginPlay()
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{
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Super::BeginPlay();
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const UGameConfigSettings* ConfigSettings = GetDefault<UGameConfigSettings>();
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FTimerHandle FishingTimerHandle;
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GetWorld()->GetTimerManager().SetTimer(FishingTimerHandle, [this]()
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{
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this->bBattleIsBegin = true;
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}, ConfigSettings->BattaleWatingTime, false);
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}
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bool AProjectFishGameMode::GetBattleIsBegin() const
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{
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return bBattleIsBegin;
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}
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