#include <WjWorldGameStatePlay.h>
◆ AWjWorldGameStatePlay()
| AWjWorldGameStatePlay::AWjWorldGameStatePlay |
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◆ AddGameDataComponent()
| UWjWorldGameDataComponent * AWjWorldGameStatePlay::AddGameDataComponent |
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TSubclassOf< UWjWorldGameDataComponent > | InDataComponentClass | ) |
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◆ GameEndWithCountdown()
| void AWjWorldGameStatePlay::GameEndWithCountdown |
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float | CountdownTime | ) |
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◆ GameStartWithCountdown()
| void AWjWorldGameStatePlay::GameStartWithCountdown |
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float | CountdownTime | ) |
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◆ GetGameData()
template<typename T>
| T * AWjWorldGameStatePlay::GetGameData |
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const |
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inline |
◆ GetGamePhase()
| EGamePhase AWjWorldGameStatePlay::GetGamePhase |
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const |
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inline |
◆ GetLifetimeReplicatedProps()
| void AWjWorldGameStatePlay::GetLifetimeReplicatedProps |
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TArray< FLifetimeProperty > & | OutLifetimeProps | ) |
const |
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overridevirtual |
◆ GetWinnerName()
| FString AWjWorldGameStatePlay::GetWinnerName |
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const |
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inline |
◆ HasMatchEnded()
| bool AWjWorldGameStatePlay::HasMatchEnded |
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const |
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overridevirtual |
◆ HasMatchStarted()
| bool AWjWorldGameStatePlay::HasMatchStarted |
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const |
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overridevirtual |
◆ HasWinner()
| bool AWjWorldGameStatePlay::HasWinner |
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const |
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inline |
◆ OnRep_GamePhase()
| void AWjWorldGameStatePlay::OnRep_GamePhase |
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◆ OnRep_GameResult()
| void AWjWorldGameStatePlay::OnRep_GameResult |
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◆ OnRep_GameRuleClass()
| void AWjWorldGameStatePlay::OnRep_GameRuleClass |
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◆ OnRep_IsGameEndCountDownReady()
| void AWjWorldGameStatePlay::OnRep_IsGameEndCountDownReady |
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◆ OnRep_IsGameStartCountDownReady()
| void AWjWorldGameStatePlay::OnRep_IsGameStartCountDownReady |
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◆ SetGamePhase()
| void AWjWorldGameStatePlay::SetGamePhase |
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EGamePhase | NewPhase | ) |
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◆ SetGameResult()
| void AWjWorldGameStatePlay::SetGameResult |
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const FString & | WinnerName, |
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bool | bHasWinner ) |
◆ SetGameRuleClass()
◆ UWjWorldGameRuleBase
The documentation for this class was generated from the following files: