v1.2.26 |
Documentation for the Unreal C++ Plugin
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Manager for managing player experience, accepts various events such as player teleportation, and can be expanded with properties that allow access to actors on the level. More...
#include <GameManager.h>
Public Member Functions | |
UGameManager () | |
void | AddNewInteractableObject (ABaseStoryActor *InteractableActor) |
UFUNCTION(BlueprintCallable, Category = "GameManager|InteractiveItems") | |
DECLARE_EVENT_HANDLER (UInitializationEvent) | |
DECLARE_EVENT_HANDLER (UNewStepLoadedEvent) | |
DECLARE_EVENT_HANDLER (UNewStoryLoadedEvent) | |
void | GetAllActorsOfClass (TSubclassOf< AActor > TargetClass, TArray< AActor * > &OutActors) |
UFUNCTION(BlueprintCallable, Category = "GameManager|Functionality") | |
TArray< ABaseStoryActor * > | GetInteractiveItemsArray () |
UFUNCTION(BlueprintCallable, Category = "GameManager|Data") | |
APlayerController * | GetPrivateOwner () const |
void | HandleEvent (UBaseEvent *Event) |
void | NewDynamicStoryAdded (FDynamicStoryData DynamicStoryData) |
UFUNCTION(BlueprintCallable, Category = "GameManager|DynamicStory") | |
void | OnEndStoryReached () |
UFUNCTION() | |
void | OnGrabbingWrongActor (AActor *WrongActor) |
Function for overriding. Called when the wrong interactable actor is grabbed. | |
void | OnInitialization () |
Function for overriding. Called when initialization ended. | |
void | OnInteractiveItemAdded (ABaseStoryActor *AddedInteractiveItem) |
Function for overriding. Called when the interactive item is added to InteractiveItemsArray. | |
void | OnNewStepLoaded (const FText &StepName) |
Function for overriding. Called when a new step is loaded. | |
void | OnNewStoryLoaded (const FText &StepName) |
Function for overriding. Called when a new story is loaded. | |
void | OnTeleportActivatedRaw (EControllerHand Hand, bool InActivate) |
Function for overriding. Called when teleportation is activated. | |
void | PopulateInteractiveObjectsWithStepData (ABaseStoryActor *TargetActor) |
UFUNCTION(BlueprintCallable, Category = "GameManager|InteractiveItems") | |
template<typename TEventType , typename... TInitializeArgs> | |
void | SendEvent (TInitializeArgs... Arguments) |
void | SetPrivateOwner (APlayerController *Owner) |
Public Attributes | |
bool | bWrongInteractableActorGrabEnabled = false |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GameManager|WrongActionFeedback") | |
FText | CurrentStep |
UPROPERTY(BlueprintReadWrite, Category = "GameManager") | |
AGameModeBase * | GameModeBaseRef |
UPROPERTY(BlueprintReadWrite, Category = "GameManager") | |
bool | IsUsingDynamicStory {false} |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|DynamicStory") | |
bool | IsUsingStoryScriptData = false |
UPROPERTY(EditDefaultsOnly, Category = "GameManager|Script") | |
FOnNewInteractableItemAdded | OnNewInteractableItemAdded |
UPROPERTY(BlueprintAssignable, Category = "GameManager|Delegates") | |
FOnWrongInteractableActorGrabbed | OnWrongInteractableActorGrabbed |
UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable) | |
APixoVRCharacter * | PlayerPawnRef |
UPROPERTY(BlueprintReadWrite, Category = "GameManager") | |
TArray< FScriptInstanceData > | ScriptInstancesData |
UPROPERTY(BlueprintReadOnly, Category = "GamaManager|Script") | |
USoundManager * | SoundManagerRef |
UPROPERTY(BlueprintReadWrite, Category = "GameManager") | |
UStoryManager * | StoryManagerRef |
UPROPERTY(BlueprintReadWrite, Category = "GameManager") | |
UStoryScriptClassData * | StoryScriptClassData |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|Script") | |
Protected Member Functions | |
void | HandleEvent_Impl (class UBaseEvent *Event) |
void | InitializeNewDynamicStory (FDynamicStoryData DynamicStoryData) |
UFUNCTION() | |
void | SpawnStoryScripts () |
UFUNCTION() | |
Protected Attributes | |
int | ActiveDynamicStoryIndex = -1 |
UPROPERTY() | |
TArray< FDynamicStoryData > | DynamicStoryQueue |
UPROPERTY() | |
TArray< UStoryScriptClassData * > | DynamicStoryScripts |
UPROPERTY() | |
THandlers | Handlers |
TArray< ABaseStoryActor * > | InteractiveItemsArray |
UPROPERTY(BlueprintReadOnly, Category = "GameManager|InteractiveItems") | |
TArray< UInteractiveObjectDataBase * > | InteractiveObjectStepDataBase |
UPROPERTY() | |
Private Types | |
using | THandler = TFunction<void(UBaseEvent*)> |
using | THandlerKey = UClass* |
using | THandlers = std::unordered_map<THandlerKey, THandler, THandlerHash, THandlerComp> |
Private Member Functions | |
GENERATED_BODY () | |
Private Attributes | |
APlayerController * | PrivateOwner |
UPROPERTY() | |
Manager for managing player experience, accepts various events such as player teleportation, and can be expanded with properties that allow access to actors on the level.
UCLASS(Blueprintable)
Definition at line 23 of file GameManager.h.
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privateinherited |
Definition at line 56 of file BaseManager.h.
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privateinherited |
Definition at line 55 of file BaseManager.h.
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privateinherited |
Definition at line 74 of file BaseManager.h.
UGameManager::UGameManager | ( | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "GameManager|InteractiveItems")
Definition at line 22 of file GameManager.cpp.
UGameManager::DECLARE_EVENT_HANDLER | ( | UInitializationEvent | ) |
UGameManager::DECLARE_EVENT_HANDLER | ( | UNewStepLoadedEvent | ) |
UGameManager::DECLARE_EVENT_HANDLER | ( | UNewStoryLoadedEvent | ) |
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private |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "GameManager|Functionality")
Definition at line 97 of file GameManager.cpp.
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inlineBlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "GameManager|Data")
Definition at line 122 of file GameManager.h.
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inlineinherited |
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inherited |
Definition at line 11 of file BaseManager.cpp.
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protectedinherited |
Definition at line 24 of file BaseManager.cpp.
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protected |
UFUNCTION()
Definition at line 63 of file GameManager.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "GameManager|DynamicStory")
Definition at line 31 of file GameManager.cpp.
void UGameManager::OnEndStoryReached | ( | ) |
UFUNCTION()
Definition at line 80 of file GameManager.cpp.
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BlueprintNativeEvent |
Function for overriding. Called when the wrong interactable actor is grabbed.
WrongActor | The wrong actor. |
UFUNCTION(BlueprintNativeEvent, Category = "GameManager")
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BlueprintNativeEvent |
Function for overriding. Called when initialization ended.
UFUNCTION(BlueprintNativeEvent, Category = "GameManager")
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BlueprintImplementableEvent |
Function for overriding. Called when the interactive item is added to InteractiveItemsArray.
UFUNCTION(BlueprintImplementableEvent, Category = "GameManager")
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BlueprintImplementableEvent |
Function for overriding. Called when a new step is loaded.
StepName | The name of the newly loaded step. |
UFUNCTION(BlueprintImplementableEvent, Category = "GameManager")
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BlueprintImplementableEvent |
Function for overriding. Called when a new story is loaded.
StepName | The name of the first loaded step in this story. |
UFUNCTION(BlueprintImplementableEvent, Category = "GameManager")
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BlueprintNativeEvent |
Function for overriding. Called when teleportation is activated.
Hand | Hand by which teleport was executed |
InActivate | Indicates whether the teleportation is being activated (true when showing teleport circle, false when executing teleport). |
UFUNCTION(BlueprintNativeEvent, Category = "GameManager")
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "GameManager|InteractiveItems")
Definition at line 109 of file GameManager.cpp.
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inlineinherited |
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inlineinherited |
Definition at line 46 of file BaseManager.h.
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protected |
UFUNCTION()
Definition at line 46 of file GameManager.cpp.
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protected |
UPROPERTY()
Definition at line 228 of file GameManager.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GameManager|WrongActionFeedback")
Set true if feedback effect should be played when the wrong interactable actor grabbed.
Definition at line 185 of file GameManager.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
The current step name.
Definition at line 134 of file GameManager.h.
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protected |
UPROPERTY()
Definition at line 223 of file GameManager.h.
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protected |
UPROPERTY()
Definition at line 233 of file GameManager.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
Reference to the GameModeBase.
Definition at line 158 of file GameManager.h.
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protectedinherited |
Definition at line 77 of file BaseManager.h.
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protectedBlueprintReadOnly |
UPROPERTY(BlueprintReadOnly, Category = "GameManager|InteractiveItems")
Definition at line 239 of file GameManager.h.
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protected |
UPROPERTY()
Definition at line 244 of file GameManager.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|DynamicStory")
Definition at line 200 of file GameManager.h.
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EditDefaultsOnly |
UPROPERTY(EditDefaultsOnly, Category = "GameManager|Script")
Flag indicating whether the StoryScriptClassData is being used.
Definition at line 172 of file GameManager.h.
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "GameManager|Delegates")
Definition at line 206 of file GameManager.h.
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BlueprintReadWriteBlueprintCallableBlueprintAssignable |
UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable)
Delegate called when the wrong interactable actor is grabbed
Definition at line 193 of file GameManager.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
Reference to the PixoVRCharacter.
Definition at line 152 of file GameManager.h.
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privateinherited |
UPROPERTY()
Definition at line 53 of file BaseManager.h.
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BlueprintReadOnly |
UPROPERTY(BlueprintReadOnly, Category = "GamaManager|Script")
Array of script instance data.
Definition at line 178 of file GameManager.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
Reference to the StoryManager/
Definition at line 140 of file GameManager.h.
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BlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "GameManager")
Reference to the StoryManager.
Definition at line 146 of file GameManager.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameManager|Script")
The data asset containing the script class data. Setup this if you are using story scripts
Definition at line 165 of file GameManager.h.