UCLASS()
class AUWGameState : AGameState
{
	GENERATED_UCLASS_BODY()

protected:
	// Make sure every client begins at same time.
	UPROPERTY(Replicated)
		float StartTime;
	// ÿ¸ö¶ÓÎéµÄ»÷ɱÊýÐÅÏ¢(ÏêÇ黹ÊÇÒª²é¿´Ã¿Ò»¸öPlayerStateÁË)
	UPROPERTY(Replicated)
		TArray<int32> TeamKills;

public:
	UFUNCTION(BlueprintCallable, Category = UW)
		float GetStartTime() const;
	UFUNCTION(BlueprintCallable, Category = UW)
		float GetLeftTime() const;
	UFUNCTION(BlueprintCallable, Category = UW)
		float GetElapseTime() const;
	UFUNCTION(BlueprintCallable, Category = UW)
		int32 GetTeamKills(int32 TeamIndex) const;

public:
	void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const;
};