LEAP Documentation 40220
Documentation for the LEAP project
UPlayerProgressionManager Class Reference

#include <PlayerProgressionManager.h>

Inheritance diagram for UPlayerProgressionManager:

Public Member Functions

void Init (UProjectXGameInstance *GameInstance)
 
void OnNakamaConnected ()
 
void LoadFirstMatchRewards ()
 
bool GetProgresisonInfo (const FString &ClassID, int Level, FProgressionInfo &ProgressionInfo) const
 
int GetMaxLevel (const FString &ClassID)
 
bool GetProgressionUnlocks (const FString &ClassID, int CurrentLevel, TArray< UCosmeticAssetBase * > &Unlocks, int &Currency)
 
void LoadProgressionTables (const FString &ProgressionTableID, std::string cursor="")
 
void ProgressionTableLoadResponse (const FString &ProgressionTableID, std::vector< NAKAMA_NAMESPACE::NStorageObject > FoundProgressionTable)
 
void AwardLevelUpRewards (const FString &PlayerID, const FString &ClassID, int NewLevel)
 
int GetMatchBonusExperience () const
 

Static Public Member Functions

static UPlayerProgressionManagerGetPlayerProgression (const UObject *WorldContextObject)
 
static void SortWeaponsByUnlockLevel (UPARAM(ref) const TMap< TSubclassOf< UWeaponInstance >, uint8 > &MapIn, TArray< TSubclassOf< UWeaponInstance > > &SortedWeaponList)
 

Public Attributes

FProgressionInfoLoadedSignature OnProgressionInfoLoaded
 

Protected Attributes

TMap< FString, TMap< int, FProgressionInfo > > ProgressionTable = TMap<FString, TMap<int, FProgressionInfo>>()
 
bool bProgressionTablesLoaded = false
 
int MatchOfTheDayExperience = 0
 

Member Function Documentation

◆ AwardLevelUpRewards()

void UPlayerProgressionManager::AwardLevelUpRewards ( const FString &  PlayerID,
const FString &  ClassID,
int  NewLevel 
)

◆ GetMatchBonusExperience()

int UPlayerProgressionManager::GetMatchBonusExperience ( ) const
inline

◆ GetMaxLevel()

int UPlayerProgressionManager::GetMaxLevel ( const FString &  ClassID)

◆ GetPlayerProgression()

UPlayerProgressionManager * UPlayerProgressionManager::GetPlayerProgression ( const UObject *  WorldContextObject)
static

◆ GetProgresisonInfo()

bool UPlayerProgressionManager::GetProgresisonInfo ( const FString &  ClassID,
int  Level,
FProgressionInfo ProgressionInfo 
) const

◆ GetProgressionUnlocks()

bool UPlayerProgressionManager::GetProgressionUnlocks ( const FString &  ClassID,
int  CurrentLevel,
TArray< UCosmeticAssetBase * > &  Unlocks,
int &  Currency 
)

◆ Init()

void UPlayerProgressionManager::Init ( UProjectXGameInstance GameInstance)

◆ LoadFirstMatchRewards()

void UPlayerProgressionManager::LoadFirstMatchRewards ( )

◆ LoadProgressionTables()

void UPlayerProgressionManager::LoadProgressionTables ( const FString &  ProgressionTableID,
std::string  cursor = "" 
)

◆ OnNakamaConnected()

void UPlayerProgressionManager::OnNakamaConnected ( )

◆ ProgressionTableLoadResponse()

void UPlayerProgressionManager::ProgressionTableLoadResponse ( const FString &  ProgressionTableID,
std::vector< NAKAMA_NAMESPACE::NStorageObject >  FoundProgressionTable 
)

◆ SortWeaponsByUnlockLevel()

void UPlayerProgressionManager::SortWeaponsByUnlockLevel ( UPARAM(ref) const TMap< TSubclassOf< UWeaponInstance >, uint8 > &  MapIn,
TArray< TSubclassOf< UWeaponInstance > > &  SortedWeaponList 
)
static

Member Data Documentation

◆ bProgressionTablesLoaded

bool UPlayerProgressionManager::bProgressionTablesLoaded = false
protected

◆ MatchOfTheDayExperience

int UPlayerProgressionManager::MatchOfTheDayExperience = 0
protected

◆ OnProgressionInfoLoaded

FProgressionInfoLoadedSignature UPlayerProgressionManager::OnProgressionInfoLoaded

◆ ProgressionTable

TMap<FString, TMap<int, FProgressionInfo> > UPlayerProgressionManager::ProgressionTable = TMap<FString, TMap<int, FProgressionInfo>>()
protected

The documentation for this class was generated from the following files: