5#include "CoreMinimal.h"
11#include "GameManager.generated.h"
34 UFUNCTION(BlueprintImplementableEvent, Category = "GameManager")
35 void OnNewStepLoaded(const
FText& StepName);
41 UFUNCTION(BlueprintImplementableEvent, Category = "GameManager")
42 void OnNewStoryLoaded(const
FText& StepName);
49 UFUNCTION(BlueprintNativeEvent, Category = "GameManager")
50 void OnTeleportActivatedRaw(EControllerHand Hand,
bool InActivate);
52 UPROPERTY(BlueprintReadWrite, Category = "GameManager")
55 UPROPERTY(BlueprintReadWrite, Category = "GameManager")
58 UPROPERTY(BlueprintReadWrite, Category = "GameManager")
61 UPROPERTY(BlueprintReadWrite, Category = "GameManager")
64 UPROPERTY(BlueprintReadWrite, Category = "GameManager")
67 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|Script")
71 UPROPERTY(EditDefaultsOnly, Category = "GameManager|Script")
72 bool IsUsingStoryScriptData = false;
74 UPROPERTY(BlueprintReadOnly, Category = "GamaManager|Script")
#define DECLARE_EVENT_HANDLER(TEvent)
Pixo VR Character This class represents the main character in the Pixo VR game. It extends the AVRCha...
It provides functionalities for handling events, sending events, and managing a private owner....
Manager for managing player experience, accepts various events such as player teleportation,...
FText CurrentStep
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
DECLARE_EVENT_HANDLER(UNewStepLoadedEvent)
void OnTeleportActivatedRaw(EControllerHand Hand, bool InActivate)
Function for overriding. Called when teleportation is activated.
DECLARE_EVENT_HANDLER(UInitializationEvent)
DECLARE_EVENT_HANDLER(UNewStoryLoadedEvent)
AGameModeBase * GameModeBaseRef
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
void OnNewStepLoaded(const FText &StepName)
Function for overriding. Called when a new step is loaded.
TArray< FScriptInstanceData > ScriptInstancesData
UPROPERTY(BlueprintReadOnly, Category = "GamaManager|Script")
APixoVRCharacter * PlayerPawnRef
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
UStoryManager * StoryManagerRef
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
UStoryScriptClassData * StoryScriptClassData
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|Script")
USoundManager * SoundManagerRef
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
void OnNewStoryLoaded(const FText &StepName)
Function for overriding. Called when a new story is loaded.
Event called when we on init experience.
Event called when new step is loaded.
Event called when new story is loaded.
Manager that provides functionality for managing VOs and Hint VOs. To use this class you must attach ...
Manager that provides handling story-related operations and data.
Data asset class for storing story script class data.
Struct for holding script instance data.