#include <PlayerProgressionManager.h>
◆ AwardLevelUpRewards()
void UPlayerProgressionManager::AwardLevelUpRewards |
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const FString & |
PlayerID, |
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const FString & |
ClassID, |
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int |
NewLevel |
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) |
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◆ GetMatchBonusExperience()
int UPlayerProgressionManager::GetMatchBonusExperience |
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const |
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inline |
◆ GetMaxLevel()
int UPlayerProgressionManager::GetMaxLevel |
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const FString & |
ClassID | ) |
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◆ GetPlayerProgression()
◆ GetProgresisonInfo()
bool UPlayerProgressionManager::GetProgresisonInfo |
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const FString & |
ClassID, |
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int |
Level, |
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FProgressionInfo & |
ProgressionInfo |
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) |
| const |
◆ GetProgressionUnlocks()
bool UPlayerProgressionManager::GetProgressionUnlocks |
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const FString & |
ClassID, |
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int |
CurrentLevel, |
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TArray< UCosmeticAssetBase * > & |
Unlocks, |
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int & |
Currency |
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) |
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◆ Init()
◆ LoadFirstMatchRewards()
void UPlayerProgressionManager::LoadFirstMatchRewards |
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| ) |
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◆ LoadProgressionTables()
void UPlayerProgressionManager::LoadProgressionTables |
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const FString & |
ProgressionTableID, |
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std::string |
cursor = "" |
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) |
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◆ OnNakamaConnected()
void UPlayerProgressionManager::OnNakamaConnected |
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| ) |
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◆ ProgressionTableLoadResponse()
void UPlayerProgressionManager::ProgressionTableLoadResponse |
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const FString & |
ProgressionTableID, |
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std::vector< NAKAMA_NAMESPACE::NStorageObject > |
FoundProgressionTable |
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) |
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◆ SortWeaponsByUnlockLevel()
void UPlayerProgressionManager::SortWeaponsByUnlockLevel |
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UPARAM(ref) const TMap< TSubclassOf< UWeaponInstance >, uint8 > & |
MapIn, |
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TArray< TSubclassOf< UWeaponInstance > > & |
SortedWeaponList |
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) |
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static |
◆ bProgressionTablesLoaded
bool UPlayerProgressionManager::bProgressionTablesLoaded = false |
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protected |
◆ MatchOfTheDayExperience
int UPlayerProgressionManager::MatchOfTheDayExperience = 0 |
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protected |
◆ OnProgressionInfoLoaded
FProgressionInfoLoadedSignature UPlayerProgressionManager::OnProgressionInfoLoaded |
◆ ProgressionTable
The documentation for this class was generated from the following files: