#include <CampaignGameState.h>
◆ ACampaignGameState()
| ACampaignGameState::ACampaignGameState |
( |
| ) |
|
22{
24 QuestGameComponent = CreateDefaultSubobject<UQuestGameStateComponent>(TEXT(
"QuestGameComponent"));
25}
UQuestGameStateComponent * QuestGameComponent
Definition CampaignGameState.h:51
EMultiplayerMode MultiplayerMode
Definition OnlineGameState.h:92
◆ AddPlayerState()
| void ACampaignGameState::AddPlayerState |
( |
APlayerState * | PlayerState | ) |
|
|
overridevirtual |
Reimplemented from AOnlineGameState.
47{
48 Super::AddPlayerState(PlayerState);
49 if(
QuestGameComponent ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"AQuestExampleGameState::AddPlayerState QuestGameComponent "));
return;}
50 if(PlayerState ==
nullptr){UE_LOG(LogQuestSystem,
Warning, TEXT(
"AQuestExampleGameState::AddPlayerState PlayerState "));
return;}
52 if(QuestPlayer == nullptr)
53 {
54 UE_LOG(LogQuestSystem,
Warning, TEXT(
"AQuestExampleGameState::AddPlayerState QuestPlayer nullptr"));
55 return;
56 }
59}
virtual bool LoadPlayer(APlayerState *PlayerState)
Definition OnlineGameState.cpp:47
static UObject * GetPlayerQuestComponentObject(const AActor *Actor)
Definition QuestBPLib.cpp:53
◆ BeginPlay()
| void ACampaignGameState::BeginPlay |
( |
| ) |
|
|
overrideprotectedvirtual |
Reimplemented from AOnlineGameState.
67{
68 Super::BeginPlay();
69
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83
84
85}
◆ GetFactionRelationshipDataTable()
| UDataTable * ACampaignGameState::GetFactionRelationshipDataTable |
( |
| ) |
|
|
overridevirtual |
Implements IAIData.
28{
31}
UDataTable * FactionRelationshipDataTable
Definition CampaignGameState.h:55
◆ GetNumLocalPlayers()
| int32 ACampaignGameState::GetNumLocalPlayers |
( |
| ) |
const |
|
virtual |
34{
35 int32 LocalPlayers = 0;
36 for(const auto& Player: PlayerArray)
37 {
38 if(Player->GetPlayerController() != nullptr && Player->GetPlayerController()->IsLocalPlayerController())
39 {
40 LocalPlayers++;
41 }
42 }
43 return LocalPlayers;
44}
◆ LoadGame()
| bool ACampaignGameState::LoadGame |
( |
| ) |
|
|
overridevirtual |
◆ OnMatchStateUpdated()
| void ACampaignGameState::OnMatchStateUpdated |
( |
| ) |
|
|
overrideprotectedvirtual |
Reimplemented from AOnlineGameState.
88{
89 Super::OnMatchStateUpdated();
90
91
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93
94
95}
◆ RemovePlayerState()
| void ACampaignGameState::RemovePlayerState |
( |
APlayerState * | PlayerState | ) |
|
|
overridevirtual |
Reimplemented from AOnlineGameState.
62{
63 Super::RemovePlayerState(PlayerState);
64}
◆ SaveGame()
| bool ACampaignGameState::SaveGame |
( |
| ) |
|
|
overridevirtual |
◆ bLoadQuests
| bool ACampaignGameState::bLoadQuests = false |
|
private |
◆ FactionRelationshipDataTable
| UDataTable* ACampaignGameState::FactionRelationshipDataTable = nullptr |
|
protected |
◆ PlayerSaveIndex
| int32 ACampaignGameState::PlayerSaveIndex = 0 |
|
protected |
◆ QuestGameComponent
| UQuestGameStateComponent* ACampaignGameState::QuestGameComponent |
|
protected |
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/CustomALS/Source/CustomALS/Public/GameMode/CampaignGameState.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/CustomALS/Source/CustomALS/Private/GameMode/CampaignGameState.cpp