WjWorld
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UWjWorldGameRuleBase Class Reference

#include <WjWorldGameRuleBase.h>

Inheritance diagram for UWjWorldGameRuleBase:
UWjWorldGameRuleApproachingWall

Public Member Functions

virtual void Initialize (AWjWorldGameModePlay *InGameMode)
virtual void OnGameReady ()
virtual void OnGameStart ()
virtual void OnGameEndPredict (float Seconds)
virtual void OnGameEnd ()
virtual void OnPlayerJoined (AWjWorldPlayerStatePlay *Player)
virtual void OnPlayerLeft (AWjWorldPlayerStatePlay *Player)
virtual bool CheckWinCondition () const
virtual AWjWorldPlayerStatePlayGetWinner () const
virtual void TickGameRule (float DeltaTime)
virtual void BeginDestroy () override
bool HasAuthority () const
AWjWorldGameModePlayGetGameModePlay () const
AWjWorldGameStatePlayGetGameStatePlay () const
virtual bool PredictNextLevelIsLast ()

Protected Member Functions

void GameLevelUp (int32 NewLevel)

Protected Attributes

TWeakObjectPtr< AWjWorldGameModePlayGameMode
TSubclassOf< UWjWorldGameDataComponent > GameDataComponentClass
TSubclassOf< UWjWorldGameDataComponent > PlayerDataComponentClass
float StartDelay = 2.0f
FTimerHandle DelayStartHandle
FTimerHandle GotoWaitingRoomHandle
float SecondsForGameStartCount = 3.0f
float SecondsForGotoWaitingRoom = 3.0f

Detailed Description

게임 규칙 베이스 클래스 GameMode에서 TickGameRule()을 통해 틱 호출

Member Function Documentation

◆ BeginDestroy()

void UWjWorldGameRuleBase::BeginDestroy ( )
overridevirtual

◆ CheckWinCondition()

bool UWjWorldGameRuleBase::CheckWinCondition ( ) const
virtual

◆ GameLevelUp()

void UWjWorldGameRuleBase::GameLevelUp ( int32 NewLevel)
protected

◆ GetGameModePlay()

AWjWorldGameModePlay * UWjWorldGameRuleBase::GetGameModePlay ( ) const

◆ GetGameStatePlay()

AWjWorldGameStatePlay * UWjWorldGameRuleBase::GetGameStatePlay ( ) const

◆ GetWinner()

AWjWorldPlayerStatePlay * UWjWorldGameRuleBase::GetWinner ( ) const
virtual

◆ HasAuthority()

bool UWjWorldGameRuleBase::HasAuthority ( ) const
inline

◆ Initialize()

void UWjWorldGameRuleBase::Initialize ( AWjWorldGameModePlay * InGameMode)
virtual

◆ OnGameEnd()

void UWjWorldGameRuleBase::OnGameEnd ( )
virtual

◆ OnGameEndPredict()

void UWjWorldGameRuleBase::OnGameEndPredict ( float Seconds)
virtual

◆ OnGameReady()

void UWjWorldGameRuleBase::OnGameReady ( )
virtual

◆ OnGameStart()

void UWjWorldGameRuleBase::OnGameStart ( )
virtual

◆ OnPlayerJoined()

void UWjWorldGameRuleBase::OnPlayerJoined ( AWjWorldPlayerStatePlay * Player)
virtual

◆ OnPlayerLeft()

void UWjWorldGameRuleBase::OnPlayerLeft ( AWjWorldPlayerStatePlay * Player)
virtual

◆ PredictNextLevelIsLast()

virtual bool UWjWorldGameRuleBase::PredictNextLevelIsLast ( )
inlinevirtual

◆ TickGameRule()

void UWjWorldGameRuleBase::TickGameRule ( float DeltaTime)
virtual

Member Data Documentation

◆ DelayStartHandle

FTimerHandle UWjWorldGameRuleBase::DelayStartHandle
protected

◆ GameDataComponentClass

TSubclassOf<UWjWorldGameDataComponent> UWjWorldGameRuleBase::GameDataComponentClass
protected

◆ GameMode

TWeakObjectPtr<AWjWorldGameModePlay> UWjWorldGameRuleBase::GameMode
protected

◆ GotoWaitingRoomHandle

FTimerHandle UWjWorldGameRuleBase::GotoWaitingRoomHandle
protected

◆ PlayerDataComponentClass

TSubclassOf<UWjWorldGameDataComponent> UWjWorldGameRuleBase::PlayerDataComponentClass
protected

◆ SecondsForGameStartCount

float UWjWorldGameRuleBase::SecondsForGameStartCount = 3.0f
protected

◆ SecondsForGotoWaitingRoom

float UWjWorldGameRuleBase::SecondsForGotoWaitingRoom = 3.0f
protected

◆ StartDelay

float UWjWorldGameRuleBase::StartDelay = 2.0f
protected

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