// Project Lab - NHTV Igad #pragma once #include "GameStateBase.h" #include "MiniMap.h" #include "DefaultGameState.generated.h" UCLASS() class UNREALPROJECT_API ADefaultGameState : public AGameStateBase { GENERATED_BODY() friend class ADefaultGameMode; public: ADefaultGameState(); virtual void BeginPlay() override; virtual void Tick(float DeltaSeconds) override; class ASoundEffect* CreateSoundEffect(class USoundBase* sndClass, const FVector& position); UPROPERTY(Replicated, BlueprintReadOnly, Category = "GameState") bool gameEnded; UPROPERTY(Replicated, BlueprintReadOnly, Category = "GameState") int32 gameWinningTeam; UPROPERTY(Replicated, BlueprintReadOnly, Category = "GameState") float gameRestartingIn; MiniMap::QuadTree<6> minimapQuadtree; };