#include <OnlineGameState.h>
◆ AOnlineGameState()
| AOnlineGameState::AOnlineGameState |
( |
| ) |
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◆ AddPlayerState()
| void AOnlineGameState::AddPlayerState |
( |
APlayerState * | PlayerState | ) |
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overrideprotectedvirtual |
Reimplemented in ACampaignGameState, and AQuestExampleGameState.
31{
32 Super::AddPlayerState(PlayerState);
33 for(const auto Component : GetComponents())
34 {
35 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
36 if(GameStateComponent == nullptr){continue;}
37 GameStateComponent->PlayerAdded(PlayerState);
38 }
40}
virtual bool LoadPlayer(APlayerState *PlayerState)
Definition OnlineGameState.cpp:47
◆ BeginPlay()
| void AOnlineGameState::BeginPlay |
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| ) |
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overrideprotectedvirtual |
Reimplemented in ACampaignGameState, and AQuestExampleGameState.
18{
19 Super::BeginPlay();
20 for(const auto Component : GetComponents())
21 {
22 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
23 if(GameStateComponent == nullptr){continue;}
24 OnGameStateUpdated.AddUniqueDynamic(GameStateComponent, &UGameStateComponentBase::OnGameStateUpdated);
26 }
28}
FOnMultiplayerStateUpdated OnMultiplayerStateUpdated
Definition OnlineGameState.h:32
FOnGameStateUpdated OnGameStateUpdated
Definition OnlineGameState.h:30
static bool LoadGame(const UObject *WorldContextObject)
Definition SaveLoadBPLib.cpp:181
◆ Client_MatchOver()
| virtual void AOnlineGameState::Client_MatchOver |
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| ) |
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protectedvirtual |
◆ Client_SetScoreGoal()
| virtual void AOnlineGameState::Client_SetScoreGoal |
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const int32 | Goal | ) |
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protectedvirtual |
◆ GetMultiplayerMode()
Implements IOnlineGS.
126{
128}
EMultiplayerMode MultiplayerMode
Definition OnlineGameState.h:92
◆ LoadGame()
| bool AOnlineGameState::LoadGame |
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| ) |
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overridevirtual |
◆ LoadPlayer()
| bool AOnlineGameState::LoadPlayer |
( |
APlayerState * | PlayerState | ) |
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protectedvirtual |
48{
50}
static bool LoadPlayer(APlayerState *PlayerState)
Definition SaveLoadBPLib.cpp:92
◆ MatchOver()
| void AOnlineGameState::MatchOver |
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overridevirtual |
Implements IOnlineGS.
105{
107}
virtual void Client_MatchOver()
◆ OnMatchStateUpdated()
| void AOnlineGameState::OnMatchStateUpdated |
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| ) |
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protectedvirtual |
Reimplemented in ACampaignGameState.
75{
77
78}
FMatchState MultiplayerMatchState
Definition OnlineGameState.h:96
◆ OnPlayersReplicated()
| void AOnlineGameState::OnPlayersReplicated |
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| ) |
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protectedvirtual |
Reimplemented in AQuestExampleGameState.
87{
90}
void OnUpdatePlayerStates(const TArray< APlayerState * > &States)
TArray< APlayerState * > AllPlayerStates
Definition OnlineGameState.h:90
◆ OnUpdatePlayerStates()
| void AOnlineGameState::OnUpdatePlayerStates |
( |
const TArray< APlayerState * > & | States | ) |
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protected |
◆ RemovePlayerState()
| void AOnlineGameState::RemovePlayerState |
( |
APlayerState * | PlayerState | ) |
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overrideprotectedvirtual |
Reimplemented in ACampaignGameState, and AQuestExampleGameState.
53{
54 Super::RemovePlayerState(PlayerState);
55 for(const auto Component : GetComponents())
56 {
57 UGameStateComponentBase* GameStateComponent = Cast<UGameStateComponentBase>(Component);
58 if(GameStateComponent == nullptr){continue;}
59 GameStateComponent->PlayerRemoved(PlayerState);
60 }
61}
◆ SaveGame()
| bool AOnlineGameState::SaveGame |
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| ) |
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overridevirtual |
Implements ISaveLoad.
Reimplemented in ACampaignGameState, and AQuestExampleGameState.
132{
133 for(auto Player : PlayerArray)
134 {
136 }
138}
virtual bool SavePlayer(APlayerState *PlayerState)
Definition OnlineGameState.cpp:42
static bool SaveAllComponents(AActor *Actor)
Definition SaveLoadBPLib.cpp:107
◆ SavePlayer()
| bool AOnlineGameState::SavePlayer |
( |
APlayerState * | PlayerState | ) |
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protectedvirtual |
43{
45}
static bool SavePlayer(APlayerState *PlayerState)
Definition SaveLoadBPLib.cpp:78
◆ SetMultiplayerMode()
◆ SetOnlineMatchState()
| void AOnlineGameState::SetOnlineMatchState |
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const FMatchState & | State | ) |
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overridevirtual |
Implements IOnlineGS.
65{
67 {
69 }
72}
EMatchState MatchState
Definition BaseData.h:1081
◆ SetScoreGoal()
| void AOnlineGameState::SetScoreGoal |
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const int32 | Goal | ) |
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overridevirtual |
Implements IOnlineGS.
94{
96}
virtual void Client_SetScoreGoal(const int32 Goal)
◆ UpdatePlayerList()
| void AOnlineGameState::UpdatePlayerList |
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| ) |
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overridevirtual |
◆ AllPlayerStates
| TArray<APlayerState* > AOnlineGameState::AllPlayerStates |
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protected |
◆ GoalScore
| int32 AOnlineGameState::GoalScore = 0 |
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protected |
◆ MultiplayerMatchState
◆ MultiplayerMode
◆ OnGameStateUpdated
| FOnGameStateUpdated AOnlineGameState::OnGameStateUpdated |
◆ OnMultiplayerStateUpdated
| FOnMultiplayerStateUpdated AOnlineGameState::OnMultiplayerStateUpdated |
◆ TotalScores
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/BaseHelpers/Source/BaseHelpers/Public/GameMode/OnlineGameState.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/BaseHelpers/Source/BaseHelpers/Private/GameMode/OnlineGameState.cpp