forked from KPU-Graduation-Project/For_graduation
/
NetworkModule.h
63 lines (44 loc) · 1.58 KB
/
NetworkModule.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "NetworkModule.generated.h"
class UHoTGameInstance;
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class HOUSE_OF_TREE_API UNetworkModule : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UNetworkModule();
protected:
// Called when the game starts
virtual void BeginPlay() override;
UPROPERTY()
UHoTGameInstance *gameInst;
public:
UFUNCTION(BlueprintCallable, Category = "Network")
void ShootBullet(FVector location, FRotator rotation);
UFUNCTION(BlueprintCallable, Category = "Network")
void TargetSpin(AActor *actor, bool forward);
UFUNCTION(BlueprintCallable, Category = "Network")
void CreateRoom();
UFUNCTION(BlueprintCallable, Category = "Network")
void JoinRoom(int roomID);
UFUNCTION(BlueprintCallable, Category = "Network")
void ReadyGame(bool isReady);
UFUNCTION(BlueprintCallable, Category = "Network")
void SelectCharacter(int selected);
UFUNCTION(BlueprintCallable, Category = "Network")
void ExitRoom();
UFUNCTION(BlueprintCallable, Category = "Network")
void StartGame();
UFUNCTION(BlueprintCallable, Category = "Network")
void DebugGame();
UFUNCTION(BlueprintCallable, Category = "Network")
void ObjectData(AActor *actor);
UFUNCTION(BlueprintCallable, Category = "Network")
void Monster(AActor *actor, int state);
UFUNCTION(BlueprintCallable, Category = "Network")
void BlowUp(AActor *actor);
};