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UMiniGameWidget Class Reference

#include <MiniGameWidget.h>

Inheritance diagram for UMiniGameWidget:
IMiniGame UHackingWidget UTimedMiniGameWidget

Public Member Functions

virtual void Start () override
 
virtual EMiniGameStatus Select () override
 
virtual void Reset () override
 
virtual float GetRetryDelay () const override
 
virtual float GetRoundTime () const override
 
virtual EMiniGameStatus GetResult () const override
 
void SetComplete (const bool bValue)
 
void SetResult (const EMiniGameStatus Status)
 
void SetIntroComplete ()
 
bool GetShouldShowIntro () const
 
void StartIntro ()
 
virtual void ProgressSelect ()
 
void OnProgressSelect ()
 
virtual bool StartMiniGame (const int32 Level)
 
bool ReceiveStartMiniGame (const int32 Level)
 
void StartMiniGameEvent (const int32 Level)
 
void MiniGamePassed ()
 
void MiniGameComplete (const EMiniGameStatus Status)
 

Protected Member Functions

virtual void NativeConstruct () override
 
virtual void NativePreConstruct () override
 
virtual void RoundOver ()
 

Protected Attributes

bool bHasIntro = true
 
bool bTimedMiniGame = true
 
float RoundTime = 5.0f
 
int32 Attempts = 3
 
int32 Levels = 3
 
bool bSkippable = false
 
bool bCanRetry = false
 
float RetryDelay = 5.0f
 
bool bComplete = false
 
bool bShowIntro = true
 
bool bIntroPlaying = false
 
bool bWaiting = false
 
TEnumAsByte< EMiniGameStatusResult = EMiniGameStatus::InProgress
 
int32 CurrentLevel = 1
 
int32 CurrentAttempt = 1
 

Private Attributes

FTimerHandle RoundTimerHandle
 

Member Function Documentation

◆ GetResult()

virtual EMiniGameStatus UMiniGameWidget::GetResult ( ) const
inlineoverridevirtual

Implements IMiniGame.

24{return Result;};
TEnumAsByte< EMiniGameStatus > Result
Definition MiniGameWidget.h:87

◆ GetRetryDelay()

virtual float UMiniGameWidget::GetRetryDelay ( ) const
inlineoverridevirtual

Implements IMiniGame.

22{if(bCanRetry){return RetryDelay;}return -1.0f;};
float RetryDelay
Definition MiniGameWidget.h:75
bool bCanRetry
Definition MiniGameWidget.h:73

◆ GetRoundTime()

virtual float UMiniGameWidget::GetRoundTime ( ) const
inlineoverridevirtual

Implements IMiniGame.

23{return RoundTime;};
float RoundTime
Definition MiniGameWidget.h:65

◆ GetShouldShowIntro()

bool UMiniGameWidget::GetShouldShowIntro ( ) const
45{
46 if(bHasIntro == false)
47 {
48 return false;
49 }
51 {
52 return false;
53 }
54 return bShowIntro;
55}
bool bIntroPlaying
Definition MiniGameWidget.h:83
bool bShowIntro
Definition MiniGameWidget.h:81
bool bHasIntro
Definition MiniGameWidget.h:61

◆ MiniGameComplete()

void UMiniGameWidget::MiniGameComplete ( const EMiniGameStatus Status)

◆ MiniGamePassed()

void UMiniGameWidget::MiniGamePassed ( )

◆ NativeConstruct()

void UMiniGameWidget::NativeConstruct ( )
overrideprotectedvirtual

Reimplemented in UHackingWidget, and UTimedMiniGameWidget.

7{
8 Super::NativeConstruct();
9 Reset();
10}
virtual void Reset() override
Definition MiniGameWidget.cpp:166

◆ NativePreConstruct()

void UMiniGameWidget::NativePreConstruct ( )
overrideprotectedvirtual

Reimplemented in UHackingWidget, and UTimedMiniGameWidget.

13{
14 Super::NativePreConstruct();
15 Reset();
16}

◆ OnProgressSelect()

void UMiniGameWidget::OnProgressSelect ( )

◆ ProgressSelect()

void UMiniGameWidget::ProgressSelect ( )
virtual

Reimplemented in UHackingWidget.

58{
60}
void OnProgressSelect()

◆ ReceiveStartMiniGame()

bool UMiniGameWidget::ReceiveStartMiniGame ( const int32 Level)

◆ Reset()

void UMiniGameWidget::Reset ( )
overridevirtual

Implements IMiniGame.

Reimplemented in UHackingWidget, and UTimedMiniGameWidget.

167{
168 bShowIntro = true;
169 bComplete = false;
170 CurrentLevel = 1;
171 CurrentAttempt = 1;
172 if(bHasIntro == false)
173 {
174 bShowIntro = false;
175 }
177}
@ InProgress
Definition InteractionData.h:27
int32 CurrentLevel
Definition MiniGameWidget.h:89
int32 CurrentAttempt
Definition MiniGameWidget.h:91
bool bComplete
Definition MiniGameWidget.h:79

◆ RoundOver()

void UMiniGameWidget::RoundOver ( )
protectedvirtual
79{
82 {
85 }
87 {
90 }
93}
@ Failed
Definition InteractionData.h:29
@ Passed
Definition InteractionData.h:28
@ Complete
Definition InteractionData.h:30
void SetResult(const EMiniGameStatus Status)
Definition MiniGameWidget.cpp:33
int32 Attempts
Definition MiniGameWidget.h:67
void MiniGameComplete(const EMiniGameStatus Status)
int32 Levels
Definition MiniGameWidget.h:69

◆ Select()

EMiniGameStatus UMiniGameWidget::Select ( )
overridevirtual

Implements IMiniGame.

Reimplemented in UTimedMiniGameWidget.

122{
123 bool bPassed = Result == Passed;
125 {
126 if(Result == Ready)
127 {
128 bWaiting = true;
131 return Result;
132 }
133 if(bWaiting)
134 {
136 return InProgress;
137 }
138 }
139 else
140 {
141 bPassed = StartMiniGame(CurrentLevel);
142 }
143 if(bPassed)
144 {
145 CurrentLevel++;
147 }
148 else
149 {
151 }
153 {
155 return Failed;
156 }
157 if(CurrentLevel < Levels)
158 {
160 return Passed;
161 }
163 return Complete;
164}
@ Ready
Definition InteractionData.h:26
virtual bool StartMiniGame(const int32 Level)
Definition MiniGameWidget.cpp:67
bool bWaiting
Definition MiniGameWidget.h:85
void MiniGamePassed()
bool bTimedMiniGame
Definition MiniGameWidget.h:63
virtual void ProgressSelect()
Definition MiniGameWidget.cpp:57

◆ SetComplete()

void UMiniGameWidget::SetComplete ( const bool bValue)
29{
30 bComplete = bValue;
31}

◆ SetIntroComplete()

void UMiniGameWidget::SetIntroComplete ( )
40{
41 bIntroPlaying = false;
42}

◆ SetResult()

void UMiniGameWidget::SetResult ( const EMiniGameStatus Status)
34{
35 Result = Status;
36 bWaiting = false;
37}

◆ Start()

void UMiniGameWidget::Start ( )
overridevirtual

Implements IMiniGame.

19{
21 {
22 bIntroPlaying = true;
23 StartIntro();
25 }
26}
bool GetShouldShowIntro() const
Definition MiniGameWidget.cpp:44

◆ StartIntro()

void UMiniGameWidget::StartIntro ( )

◆ StartMiniGame()

bool UMiniGameWidget::StartMiniGame ( const int32 Level)
virtual

Reimplemented in UHackingWidget, and UTimedMiniGameWidget.

68{
70 {
71 GetWorld()->GetTimerManager().SetTimer(RoundTimerHandle, this, &UMiniGameWidget::RoundOver, RoundTime);
72 }
73
76}
void StartMiniGameEvent(const int32 Level)
virtual void RoundOver()
Definition MiniGameWidget.cpp:78
FTimerHandle RoundTimerHandle
Definition MiniGameWidget.h:96
bool ReceiveStartMiniGame(const int32 Level)

◆ StartMiniGameEvent()

void UMiniGameWidget::StartMiniGameEvent ( const int32 Level)

Member Data Documentation

◆ Attempts

int32 UMiniGameWidget::Attempts = 3
protected

◆ bCanRetry

bool UMiniGameWidget::bCanRetry = false
protected

◆ bComplete

bool UMiniGameWidget::bComplete = false
protected

◆ bHasIntro

bool UMiniGameWidget::bHasIntro = true
protected

◆ bIntroPlaying

bool UMiniGameWidget::bIntroPlaying = false
protected

◆ bShowIntro

bool UMiniGameWidget::bShowIntro = true
protected

◆ bSkippable

bool UMiniGameWidget::bSkippable = false
protected

◆ bTimedMiniGame

bool UMiniGameWidget::bTimedMiniGame = true
protected

◆ bWaiting

bool UMiniGameWidget::bWaiting = false
protected

◆ CurrentAttempt

int32 UMiniGameWidget::CurrentAttempt = 1
protected

◆ CurrentLevel

int32 UMiniGameWidget::CurrentLevel = 1
protected

◆ Levels

int32 UMiniGameWidget::Levels = 3
protected

◆ Result

TEnumAsByte<EMiniGameStatus> UMiniGameWidget::Result = EMiniGameStatus::InProgress
protected

◆ RetryDelay

float UMiniGameWidget::RetryDelay = 5.0f
protected

◆ RoundTime

float UMiniGameWidget::RoundTime = 5.0f
protected

◆ RoundTimerHandle

FTimerHandle UMiniGameWidget::RoundTimerHandle
private

The documentation for this class was generated from the following files: