#include <MainMenuGameMode.h>
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| static void | GetPlayerID (const UObject *WorldContextObject, APlayerState *PlayerState, FString &ID) |
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◆ GetCharacterClassByWeaponName()
| TSubclassOf< AProjectXCharacter > AMainMenuGameMode::GetCharacterClassByWeaponName |
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const FString & |
WeaponID | ) |
const |
◆ GetClassDisplayText()
| FText AMainMenuGameMode::GetClassDisplayText |
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const FString & |
ID, |
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EStatClassifier |
Type |
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) |
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◆ GetGameSessionClass()
| TSubclassOf< AGameSession > AMainMenuGameMode::GetGameSessionClass |
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const |
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overrideprotectedvirtual |
◆ GetMesh()
| TSoftObjectPtr< USkeletalMesh > AMainMenuGameMode::GetMesh |
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const FString & |
ID, |
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EStatClassifier |
Type |
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) |
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◆ GetPlayerID()
| void AMainMenuGameMode::GetPlayerID |
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const UObject * |
WorldContextObject, |
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APlayerState * |
PlayerState, |
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FString & |
ID |
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) |
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staticprotected |
◆ GetWeaponClassByName()
| FORCEINLINE TSubclassOf< UWeaponInstance > AMainMenuGameMode::GetWeaponClassByName |
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const FString & |
WeaponID | ) |
const |
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inline |
◆ IncrementServerVisits()
| void AMainMenuGameMode::IncrementServerVisits |
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const FString & |
ServerID | ) |
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◆ IsFavouriteServer()
| FORCEINLINE bool AMainMenuGameMode::IsFavouriteServer |
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const FString & |
ServerName | ) |
const |
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inline |
◆ IsInHistory()
| FORCEINLINE bool AMainMenuGameMode::IsInHistory |
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const FString & |
ServerName | ) |
const |
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inline |
◆ OnNakamaConnected()
| void AMainMenuGameMode::OnNakamaConnected |
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◆ OnNakamaManagerInitialized()
| void AMainMenuGameMode::OnNakamaManagerInitialized |
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◆ OnStoreLoaded()
| void AMainMenuGameMode::OnStoreLoaded |
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◆ OnStoreTimerExpired()
| void AMainMenuGameMode::OnStoreTimerExpired |
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◆ PostLogin()
| void AMainMenuGameMode::PostLogin |
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APlayerController * |
NewPlayer | ) |
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overrideprotectedvirtual |
◆ PurchaseItemRequest()
| void AMainMenuGameMode::PurchaseItemRequest |
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int32 |
ItemID | ) |
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◆ RequestServerHistoryInfo()
| void AMainMenuGameMode::RequestServerHistoryInfo |
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std::string |
cursor = "" | ) |
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protected |
◆ RequestServerHistoryInfoResponse()
| void AMainMenuGameMode::RequestServerHistoryInfoResponse |
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std::vector< NAKAMA_NAMESPACE::NStorageObject > |
ServerInfo | ) |
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protected |
◆ SaveServerHistoryInfo()
| void AMainMenuGameMode::SaveServerHistoryInfo |
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◆ ToggleFavouriteServer()
| void AMainMenuGameMode::ToggleFavouriteServer |
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const FString & |
ServerID, |
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bool |
bFavourited |
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) |
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◆ UpdateImage()
| void AMainMenuGameMode::UpdateImage |
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const FString & |
ID, |
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EStatClassifier |
StatType |
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) |
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◆ DailyTimer
| FTimerHandle AMainMenuGameMode::DailyTimer |
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protected |
◆ FeatureTimer
| FTimerHandle AMainMenuGameMode::FeatureTimer |
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protected |
◆ LocalPlayerID
| FString AMainMenuGameMode::LocalPlayerID |
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protected |
◆ OnDataLoaded
| FOnStatsLoadedSignature AMainMenuGameMode::OnDataLoaded |
◆ OnMeshUpdated
| FMeshUpdatedSignature AMainMenuGameMode::OnMeshUpdated |
◆ OnPurchaseRequest
| FPurchaseRequestSignature AMainMenuGameMode::OnPurchaseRequest |
◆ OnPurchaseResponse
| FPurchaseResponseSignature AMainMenuGameMode::OnPurchaseResponse |
◆ OnServerInfoLoaded
| FServerInfoSignature AMainMenuGameMode::OnServerInfoLoaded |
◆ PlayerClasses
◆ ServerHistory
◆ WeaponClasses
| TMap<FString,TSubclassOf<UWeaponInstance> > AMainMenuGameMode::WeaponClasses |
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protected |
The documentation for this class was generated from the following files: