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Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyWTGameState.h>


Public Member Functions | |
| ANightSkyWTGameState () | |
| void | Init (APlayerObject *P1, APlayerObject *P2) |
| virtual void | Tick (float DeltaTime) override |
| Public Member Functions inherited from ANightSkyGameState | |
| ANightSkyGameState () | |
| void | MatchInit () |
| void | RoundInit () |
| void | UpdateGameState () |
| void | UpdateGameState (int32 Input1, int32 Input2, bool bShouldResimulate) |
| void | SetScreenCorners () |
| void | UpdateScreen () |
| void | SetScreenBounds () const |
| void | StartSuperFreeze (int32 Duration, int32 SelfDuration, ABattleObject *CallingObject) |
| void | ScreenPosToWorldPos (int32 X, int32 Y, int32 *OutX, int32 *OutY) const |
| ABattleObject * | AddBattleObject (const UState *InState, int PosX, int PosY, EObjDir Dir, int32 ObjectStateIndex, bool bIsCommonState, APlayerObject *Parent) const |
| void | SetDrawPriorityFront (ABattleObject *InObject) const |
| APlayerObject * | SwitchMainPlayer (APlayerObject *InPlayer, int TeamIndex) |
| APlayerObject * | CallAssist (const bool IsP1, int AssistIndex, const FGameplayTag AssistName) |
| bool | CanTag (const APlayerObject *InPlayer, int TeamIndex) const |
| void | SaveGameState (int32 *InChecksum) |
| void | LoadGameState () |
| TArray< uint8 > | SaveForRollback () |
| void | LoadForRollback (const TArray< uint8 > &InBytes) |
| void | EndMatch () |
| void | UpdateCamera () |
| void | PlayLevelSequence (APlayerObject *Target, APlayerObject *Enemy, ULevelSequence *Sequence) |
| void | CameraShake (const TSubclassOf< UCameraShakeBase > &Pattern, float Scale) const |
| void | HUDInit () const |
| void | UpdateHUD () const |
| void | BattleHudVisibility (bool Visible) |
| void | PlayCommonAudio (USoundBase *InSoundWave, float MaxDuration) |
| void | PlayCharaAudio (USoundBase *InSoundWave, float MaxDuration) |
| void | PlayVoiceLine (USoundBase *InSoundWave, float MaxDuration, int Player) |
| void | PlayAnnouncerVoice (USoundBase *InSoundWave, float MaxDuration) |
| void | PlayMusic (const FGameplayTag Name) |
| void | PlayMusic (USoundBase *InSoundWave, float MaxDuration) |
| void | ManageAudio () |
| void | RollbackStartAudio (int32 InFrame) |
| int | GetLocalInputs (int Index) const |
| void | SetOtherChecksum (uint32 RemoteChecksum, int32 InFrame) |
| TArray< APlayerObject * > | GetTeam (bool IsP1) const |
| APlayerObject * | GetMainPlayer (bool IsP1) const |
| void | CallBattleExtension (FGameplayTag Name) |
| int32 | GetGauge (bool IsP1, int32 GaugeIndex) const |
| void | SetGauge (bool IsP1, int32 GaugeIndex, int32 Value) |
| void | UseGauge (bool IsP1, int32 GaugeIndex, int32 Value) |
| bool | IsTagBattle () const |
| void | EndMatch_BP () |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| Protected Member Functions inherited from ANightSkyGameState | |
| void | Init () |
| void | PlayIntros () |
| void | UpdateLocalInput () |
| void | SortObjects () |
| void | HandlePushCollision () const |
| void | HandleHitCollision () const |
| void | UpdateVisuals () const |
| void | HandleRoundWin () |
| bool | HandleMatchWin () |
| void | CollisionView () const |
| int32 | CreateChecksum () |
| FGGPONetworkStats | GetNetworkStats () const |
Definition at line 13 of file NightSkyWTGameState.h.
| ANightSkyWTGameState::ANightSkyWTGameState | ( | ) |
Definition at line 16 of file NightSkyWTGameState.cpp.
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overrideprotectedvirtual |
Reimplemented from ANightSkyGameState.
Definition at line 26 of file NightSkyWTGameState.cpp.
| void ANightSkyWTGameState::Init | ( | APlayerObject * | P1, |
| APlayerObject * | P2 ) |
Definition at line 40 of file NightSkyWTGameState.cpp.
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overridevirtual |
Reimplemented from ANightSkyGameState.
Definition at line 91 of file NightSkyWTGameState.cpp.
| bool ANightSkyWTGameState::bIsBattling |
Definition at line 25 of file NightSkyWTGameState.h.
| bool ANightSkyWTGameState::bIsMatchEnd |
Definition at line 22 of file NightSkyWTGameState.h.
| FOnBattleEndDelegate ANightSkyWTGameState::OnBattleEndDelegate |
Definition at line 28 of file NightSkyWTGameState.h.