Night Sky Engine
A fighting game framework made in Unreal Engine
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ANightSkyGameState Member List

This is the complete list of members for ANightSkyGameState, including all inherited members.

AddBattleObject(const UState *InState, int PosX, int PosY, EObjDir Dir, int32 ObjectStateIndex, bool bIsCommonState, APlayerObject *Parent) constANightSkyGameState
ANightSkyGameState()ANightSkyGameState
AudioManagerANightSkyGameState
BattleExtensionDataANightSkyGameState
BattleExtensionNamesANightSkyGameState
BattleExtensionsANightSkyGameState
BattleHudActorANightSkyGameState
BattleHudVisibility(bool Visible)ANightSkyGameState
BattleSceneTransformANightSkyGameState
BattleStateANightSkyGameState
BeginPlay() overrideANightSkyGameStateprotectedvirtual
bIsPlayingSequenceANightSkyGameState
bPauseGameANightSkyGameState
BPRollbackDataANightSkyGameState
bViewCollisionANightSkyGameState
CallAssist(const bool IsP1, int AssistIndex, const FString &AssistName)ANightSkyGameState
CallBattleExtension(FString Name)ANightSkyGameState
CameraActorANightSkyGameState
CameraShake(const TSubclassOf< UCameraShakeBase > &Pattern, float Scale) constANightSkyGameState
CanTag(const APlayerObject *InPlayer, int TeamIndex) constANightSkyGameState
CollisionView() constANightSkyGameStateprotected
CreateChecksum()ANightSkyGameStateprotected
EndMatch()ANightSkyGameState
FighterRunnerANightSkyGameState
GameInstanceANightSkyGameState
GetGauge(bool IsP1, int32 GaugeIndex) constANightSkyGameState
GetLocalInputs(int Index) constANightSkyGameState
GetMainPlayer(bool IsP1) constANightSkyGameState
GetNetworkStats() constANightSkyGameStateprotected
GetTeam(bool IsP1) constANightSkyGameState
HandleHitCollision() constANightSkyGameStateprotected
HandleMatchWin()ANightSkyGameStateprotectedvirtual
HandlePushCollision() constANightSkyGameStateprotected
HandleRoundWin()ANightSkyGameStateprotected
Init()ANightSkyGameStateprotected
IsTagBattle() constANightSkyGameState
LoadGameState()ANightSkyGameState
LocalFrameANightSkyGameState
MainRollbackDataANightSkyGameState
ManageAudio()ANightSkyGameState
MatchInit()ANightSkyGameState
ObjectsANightSkyGameStateprotected
ParticleManagerANightSkyGameState
PlayAnnouncerVoice(USoundBase *InSoundWave, float MaxDuration)ANightSkyGameState
PlayCharaAudio(USoundBase *InSoundWave, float MaxDuration)ANightSkyGameState
PlayCommonAudio(USoundBase *InSoundWave, float MaxDuration)ANightSkyGameState
PlayersANightSkyGameStateprotected
PlayIntros()ANightSkyGameStateprotected
PlayLevelSequence(APlayerObject *Target, APlayerObject *Enemy, ULevelSequence *Sequence)ANightSkyGameState
PlayMusic(const FString &Name)ANightSkyGameState
PlayMusic(USoundBase *InSoundWave, float MaxDuration)ANightSkyGameState
PlayVoiceLine(USoundBase *InSoundWave, float MaxDuration, int Player)ANightSkyGameState
RemoteFrameANightSkyGameState
RollbackStartAudio(int32 InFrame) constANightSkyGameState
RoundInit()ANightSkyGameState
SaveGameState(int32 *InChecksum)ANightSkyGameState
ScreenPosToWorldPos(int32 X, int32 Y, int32 *OutX, int32 *OutY) constANightSkyGameState
SequenceActorANightSkyGameState
SequenceCameraActorANightSkyGameState
SequenceEnemyANightSkyGameState
SequenceTargetANightSkyGameState
SetDrawPriorityFront(ABattleObject *InObject) constANightSkyGameState
SetGauge(bool IsP1, int32 GaugeIndex, int32 Value)ANightSkyGameState
SetOtherChecksum(uint32 RemoteChecksum, int32 InFrame)ANightSkyGameState
SetScreenBounds() constANightSkyGameState
SetStageBounds()ANightSkyGameState
SortedObjectsANightSkyGameState
SortObjects()ANightSkyGameStateprotected
StartSuperFreeze(int32 Duration, int32 SelfDuration, ABattleObject *CallingObject)ANightSkyGameState
SwitchMainPlayer(APlayerObject *InPlayer, int TeamIndex)ANightSkyGameState
Tick(float DeltaTime) overrideANightSkyGameStatevirtual
UpdateCamera()ANightSkyGameState
UpdateGameState()ANightSkyGameState
UpdateGameState(int32 Input1, int32 Input2, bool bShouldResimulate)ANightSkyGameState
UpdateHUD() constANightSkyGameState
UpdateLocalInput()ANightSkyGameStateprotected
UpdateRemoteInput(int RemoteInput[], int32 InFrame)ANightSkyGameState
UpdateVisuals() constANightSkyGameStateprotected
UseGauge(bool IsP1, int32 GaugeIndex, int32 Value)ANightSkyGameState