WjWorld
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UWjWorldGameRuleApproachingWall Class Reference

#include <WjWorldGameRuleApproachingWall.h>

Inheritance diagram for UWjWorldGameRuleApproachingWall:
UWjWorldGameRuleBase

Public Member Functions

virtual void Initialize (AWjWorldGameModePlay *InGameMode) override
virtual void OnGameReady () override
virtual void OnGameStart () override
virtual void OnGameEnd () override
virtual void OnPlayerJoined (AWjWorldPlayerStatePlay *Player) override
virtual void OnPlayerLeft (AWjWorldPlayerStatePlay *Player) override
virtual bool CheckWinCondition () const override
virtual AWjWorldPlayerStatePlayGetWinner () const override
void OnPlayerEliminated (AWjWorldCharacterPlay *EliminatedCharacter)
int32 GetAlivePlayerCount () const
const TSet< FIntPoint > & GetFloodFillPoints () const
const TSet< FIntPoint > & GetCurrentSafeZonePoints () const
TObjectPtr< UWjWorldWallManagerGetWallManager () const
const FWjWorldWallDescriptionGetWallDesc () const
Public Member Functions inherited from UWjWorldGameRuleBase
virtual void OnGameEndPredict (float Seconds)
virtual void BeginDestroy () override
bool HasAuthority () const
AWjWorldGameModePlayGetGameModePlay () const
AWjWorldGameStatePlayGetGameStatePlay () const

Protected Member Functions

virtual void TickGameRule (float DeltaTime) override
Protected Member Functions inherited from UWjWorldGameRuleBase
void GameLevelUp (int32 NewLevel)

Protected Attributes

TObjectPtr< UWjWorldWallManagerWallManager
TObjectPtr< UWjWorldBrickSpawnerBrickSpawner
FWjWorldWallDescription WallDesc
TSet< FIntPoint > CurrentSafeZonePoints
TSet< FIntPoint > FloodFillPoints
TArray< FVector > SpawnSafeZones
bool bIsWallSpawned = false
bool bIsGameStarted = false
bool bIsGameReady = false
bool bGameStartInternalProcessDone = false
bool bGameOverConditionMet = false
int32 BrickMoveSignalCount = 0
float TimeSinceLastBrickMoveSignal = 0.0f
float BrickMoveSignalInterval = 12.0f
TArray< TWeakObjectPtr< AWjWorldPlayerStatePlay > > AlivePlayers
TWeakObjectPtr< AWjWorldPlayerStatePlayWinnerPlayer
int32 AlivePlayerCount = 0
int32 TotalPlayerCount = 0
Protected Attributes inherited from UWjWorldGameRuleBase
TWeakObjectPtr< AWjWorldGameModePlayGameMode
TSubclassOf< UWjWorldGameDataComponent > GameDataComponentClass
TSubclassOf< UWjWorldGameDataComponent > PlayerDataComponentClass
float StartDelay = 2.0f
FTimerHandle DelayStartHandle
FTimerHandle GotoWaitingRoomHandle
float SecondsForGameStartCount = 3.0f
float SecondsForGotoWaitingRoom = 3.0f

Member Function Documentation

◆ CheckWinCondition()

bool UWjWorldGameRuleApproachingWall::CheckWinCondition ( ) const
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ GetAlivePlayerCount()

int32 UWjWorldGameRuleApproachingWall::GetAlivePlayerCount ( ) const
inline

◆ GetCurrentSafeZonePoints()

const TSet< FIntPoint > & UWjWorldGameRuleApproachingWall::GetCurrentSafeZonePoints ( ) const
inline

◆ GetFloodFillPoints()

const TSet< FIntPoint > & UWjWorldGameRuleApproachingWall::GetFloodFillPoints ( ) const
inline

◆ GetWallDesc()

const FWjWorldWallDescription & UWjWorldGameRuleApproachingWall::GetWallDesc ( ) const
inline

◆ GetWallManager()

TObjectPtr< UWjWorldWallManager > UWjWorldGameRuleApproachingWall::GetWallManager ( ) const
inline

◆ GetWinner()

AWjWorldPlayerStatePlay * UWjWorldGameRuleApproachingWall::GetWinner ( ) const
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ Initialize()

void UWjWorldGameRuleApproachingWall::Initialize ( AWjWorldGameModePlay * InGameMode)
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ OnGameEnd()

void UWjWorldGameRuleApproachingWall::OnGameEnd ( )
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ OnGameReady()

void UWjWorldGameRuleApproachingWall::OnGameReady ( )
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ OnGameStart()

void UWjWorldGameRuleApproachingWall::OnGameStart ( )
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ OnPlayerEliminated()

void UWjWorldGameRuleApproachingWall::OnPlayerEliminated ( AWjWorldCharacterPlay * EliminatedCharacter)

◆ OnPlayerJoined()

void UWjWorldGameRuleApproachingWall::OnPlayerJoined ( AWjWorldPlayerStatePlay * Player)
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ OnPlayerLeft()

void UWjWorldGameRuleApproachingWall::OnPlayerLeft ( AWjWorldPlayerStatePlay * Player)
overridevirtual

Reimplemented from UWjWorldGameRuleBase.

◆ TickGameRule()

void UWjWorldGameRuleApproachingWall::TickGameRule ( float DeltaTime)
overrideprotectedvirtual

Reimplemented from UWjWorldGameRuleBase.

Member Data Documentation

◆ AlivePlayerCount

int32 UWjWorldGameRuleApproachingWall::AlivePlayerCount = 0
protected

◆ AlivePlayers

TArray<TWeakObjectPtr<AWjWorldPlayerStatePlay> > UWjWorldGameRuleApproachingWall::AlivePlayers
protected

◆ bGameOverConditionMet

bool UWjWorldGameRuleApproachingWall::bGameOverConditionMet = false
protected

◆ bGameStartInternalProcessDone

bool UWjWorldGameRuleApproachingWall::bGameStartInternalProcessDone = false
protected

◆ bIsGameReady

bool UWjWorldGameRuleApproachingWall::bIsGameReady = false
protected

◆ bIsGameStarted

bool UWjWorldGameRuleApproachingWall::bIsGameStarted = false
protected

◆ bIsWallSpawned

bool UWjWorldGameRuleApproachingWall::bIsWallSpawned = false
protected

◆ BrickMoveSignalCount

int32 UWjWorldGameRuleApproachingWall::BrickMoveSignalCount = 0
protected

◆ BrickMoveSignalInterval

float UWjWorldGameRuleApproachingWall::BrickMoveSignalInterval = 12.0f
protected

◆ BrickSpawner

TObjectPtr<UWjWorldBrickSpawner> UWjWorldGameRuleApproachingWall::BrickSpawner
protected

◆ CurrentSafeZonePoints

TSet<FIntPoint> UWjWorldGameRuleApproachingWall::CurrentSafeZonePoints
protected

◆ FloodFillPoints

TSet<FIntPoint> UWjWorldGameRuleApproachingWall::FloodFillPoints
protected

◆ SpawnSafeZones

TArray<FVector> UWjWorldGameRuleApproachingWall::SpawnSafeZones
protected

◆ TimeSinceLastBrickMoveSignal

float UWjWorldGameRuleApproachingWall::TimeSinceLastBrickMoveSignal = 0.0f
protected

◆ TotalPlayerCount

int32 UWjWorldGameRuleApproachingWall::TotalPlayerCount = 0
protected

◆ WallDesc

FWjWorldWallDescription UWjWorldGameRuleApproachingWall::WallDesc
protected

◆ WallManager

TObjectPtr<UWjWorldWallManager> UWjWorldGameRuleApproachingWall::WallManager
protected

◆ WinnerPlayer

TWeakObjectPtr<AWjWorldPlayerStatePlay> UWjWorldGameRuleApproachingWall::WinnerPlayer
protected

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