Manager that provides handling story-related operations and data.
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#include <StoryManager.h>
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bool | BlockStory |
| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FStoryStep | CurrentStep |
| UPROPERTY(BlueprintReadWrite, Replicated)
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FStoryStep | CurrentSubStep |
| UPROPERTY(BlueprintReadWrite, Replicated)
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bool | IsAutoSwitchingToNextStoryActive = false |
| UPROPERTY(EditInstanceOnly, Category = "StoryManager|Properties")
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FOnEndOfStory | OnEndOfStory |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnNewStep | OnNewStep |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnNewSubStep | OnNewSubStep |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnRecordStepScore | OnRecordStepScore |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnStepCompleted | OnStepCompleted |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnStepSkipped | OnStepSkipped |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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FOnStoryLoaded | OnStoryLoaded |
| UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
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TArray< FPassedExperiences > | PassedExperiencesArray |
| UPROPERTY(BlueprintReadWrite)
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FStoryStep | PreviousStep |
| UPROPERTY(BlueprintReadWrite, Replicated)
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TArray< FStepData > | StepData |
| UPROPERTY(BlueprintReadWrite, Replicated)
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int | StepIndex |
| UPROPERTY(BlueprintReadWrite, Replicated)
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TArray< UStoryData * > | StoryDataArray |
| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool | StoryFinished = true |
| UPROPERTY(BlueprintReadOnly)
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int | StoryIndex = -1 |
| UPROPERTY(BlueprintReadWrite, Replicated)
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int | SubStepIndex |
| UPROPERTY(BlueprintReadWrite, Replicated)
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static int | NextStoryIndex = 0 |
| Keeps track of which story should be loaded next by index, saved between levels.
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static TArray< FText > | StoryParameters |
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Manager that provides handling story-related operations and data.
UCLASS(Blueprintable)
Definition at line 183 of file StoryManager.h.
◆ THandler
◆ THandlerKey
◆ THandlers
◆ UStoryManager()
UStoryManager::UStoryManager |
( |
| ) |
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◆ AddStoryComponent()
◆ CompleteSubStep()
void UStoryManager::CompleteSubStep |
( |
FStoryStep | completedStep | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Call this functions when all sub-steps are activated in the step and could be completed in different order.
Definition at line 139 of file StoryManager.cpp.
◆ DECLARE_EVENT_HANDLER()
◆ GENERATED_BODY()
UStoryManager::GENERATED_BODY |
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private |
◆ GetCurrentStepDuration()
float UStoryManager::GetCurrentStepDuration |
( |
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const |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "StoryManager|Misc")
Definition at line 329 of file StoryManager.cpp.
◆ GetLifetimeReplicatedProps()
void UStoryManager::GetLifetimeReplicatedProps |
( |
TArray< FLifetimeProperty > & | OutLifetimeProps | ) |
const |
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overrideprotectedvirtual |
◆ GetNextStoryIndex()
static int UStoryManager::GetNextStoryIndex |
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| ) |
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inlinestaticBlueprintCallable |
◆ GetPrivateOwner()
APlayerController * UBaseManager::GetPrivateOwner |
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| ) |
const |
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inlineinherited |
◆ GetStoryParameters()
static TArray< FText > UStoryManager::GetStoryParameters |
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| ) |
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inlinestaticBlueprintCallable |
◆ GoToNextStep()
bool UStoryManager::GoToNextStep |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Returns false if current step is last.
Definition at line 74 of file StoryManager.cpp.
◆ GoToNextSubStep()
bool UStoryManager::GoToNextSubStep |
( |
| ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Returns false if current step is last.
Definition at line 113 of file StoryManager.cpp.
◆ HandleEvent()
void UBaseManager::HandleEvent |
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UBaseEvent * | Event | ) |
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inherited |
◆ HandleEvent_Impl()
void UBaseManager::HandleEvent_Impl |
( |
class UBaseEvent * | Event | ) |
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protectedinherited |
◆ InitNewStory()
bool UStoryManager::InitNewStory |
( |
int | newStoryIndex | ) |
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BlueprintCallable |
Choose one story from StoryDataArray.
- Parameters
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newStoryIndex | Story to load. |
- Returns
- true if init was successful.
UFUNCTION(BlueprintCallable)
Definition at line 27 of file StoryManager.cpp.
◆ IsAllSubStepsCompleted()
bool UStoryManager::IsAllSubStepsCompleted |
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| ) |
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protected |
◆ IsSpecificParametersExist()
bool UStoryManager::IsSpecificParametersExist |
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TArray< FText > | SpecificParameters | ) |
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staticBlueprintCallable |
◆ JumpToStepByIndex()
bool UStoryManager::JumpToStepByIndex |
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int | index | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Returns false if jump failed.
Definition at line 160 of file StoryManager.cpp.
◆ JumpToStepByName()
bool UStoryManager::JumpToStepByName |
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FText | stepId | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Returns false if jump failed.
Definition at line 211 of file StoryManager.cpp.
◆ RecordStoryStepData()
void UStoryManager::RecordStoryStepData |
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| ) |
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protected |
Records the data for a story step. It checks if the story is already present in the PassedExperiencesArray and updates the step data if it exists. Otherwise, it creates a new entry in the array with the step data and the story index.
UFUNCTION()
Definition at line 352 of file StoryManager.cpp.
◆ SendEvent()
template<typename TEventType , typename... TInitializeArgs>
void UBaseManager::SendEvent |
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TInitializeArgs... | Arguments | ) |
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inlineinherited |
◆ SetPrivateOwner()
void UBaseManager::SetPrivateOwner |
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APlayerController * | Owner | ) |
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inlineinherited |
◆ SetupNextStory()
void UStoryManager::SetupNextStory |
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int | newNextStoryIndex, |
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TArray< FText > | newStoryParameters ) |
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staticBlueprintCallable |
◆ StepCompleted()
void UStoryManager::StepCompleted |
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FText | stepToUpdate, |
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bool | goToNext = true ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable)
Called when step is completed. If stepToJump is empty, you will go to next step, else you will try to jump to step, which you typed in.
Definition at line 275 of file StoryManager.cpp.
◆ BlockStory
bool UStoryManager::BlockStory |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Definition at line 256 of file StoryManager.h.
◆ CurrentStep
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 218 of file StoryManager.h.
◆ CurrentSubStep
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 224 of file StoryManager.h.
◆ Handlers
◆ IsAutoSwitchingToNextStoryActive
bool UStoryManager::IsAutoSwitchingToNextStoryActive = false |
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EditInstanceOnly |
UPROPERTY(EditInstanceOnly, Category = "StoryManager|Properties")
Definition at line 268 of file StoryManager.h.
◆ NextStoryIndex
int UStoryManager::NextStoryIndex = 0 |
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staticprotected |
Keeps track of which story should be loaded next by index, saved between levels.
Definition at line 408 of file StoryManager.h.
◆ OnEndOfStory
FOnEndOfStory UStoryManager::OnEndOfStory |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when the story ends.
Definition at line 379 of file StoryManager.h.
◆ OnNewStep
FOnNewStep UStoryManager::OnNewStep |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a new step is reached.
Definition at line 354 of file StoryManager.h.
◆ OnNewSubStep
FOnNewSubStep UStoryManager::OnNewSubStep |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a new sub-step is reached.
Definition at line 359 of file StoryManager.h.
◆ OnRecordStepScore
FOnRecordStepScore UStoryManager::OnRecordStepScore |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a step score is recorded.
Definition at line 369 of file StoryManager.h.
◆ OnStepCompleted
FOnStepCompleted UStoryManager::OnStepCompleted |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a step is completed.
Definition at line 364 of file StoryManager.h.
◆ OnStepSkipped
FOnStepSkipped UStoryManager::OnStepSkipped |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a step is skipped.
Definition at line 384 of file StoryManager.h.
◆ OnStoryLoaded
FOnStoryLoaded UStoryManager::OnStoryLoaded |
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BlueprintAssignable |
UPROPERTY(BlueprintAssignable, Category = "Story Delegate")
Delegate for the event when a story is loaded.
Definition at line 374 of file StoryManager.h.
◆ PassedExperiencesArray
◆ PreviousStep
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 242 of file StoryManager.h.
◆ PrivateOwner
APlayerController* UBaseManager::PrivateOwner |
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privateinherited |
◆ StepData
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 211 of file StoryManager.h.
◆ StepIndex
int UStoryManager::StepIndex |
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 230 of file StoryManager.h.
◆ StepStartingTime
FDateTime UStoryManager::StepStartingTime |
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private |
◆ StoryComponents
◆ StoryData
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protectedBlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Current story
Definition at line 406 of file StoryManager.h.
◆ StoryDataArray
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Definition at line 199 of file StoryManager.h.
◆ StoryFinished
bool UStoryManager::StoryFinished = true |
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BlueprintReadOnly |
◆ StoryIndex
int UStoryManager::StoryIndex = -1 |
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Keeps track of which story index is loaded
Definition at line 249 of file StoryManager.h.
◆ StoryParameters
TArray< FText > UStoryManager::StoryParameters |
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staticprotected |
◆ SubStepIndex
int UStoryManager::SubStepIndex |
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BlueprintReadWriteReplicated |
UPROPERTY(BlueprintReadWrite, Replicated)
Definition at line 236 of file StoryManager.h.
The documentation for this class was generated from the following files: