◆ IsFirstMainMenu()
static proto bool GameStateTransitions.IsFirstMainMenu |
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Return true if in main menu is loaded for the first time.
◆ IsInsideMainMenu()
static proto bool GameStateTransitions.IsInsideMainMenu |
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Return true if in main menu is loaded for the first time.
◆ IsTransitionInProgress()
static proto bool GameStateTransitions.IsTransitionInProgress |
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Check whether transition to different game state is currently happening.
◆ IsTransitionRequested()
static proto bool GameStateTransitions.IsTransitionRequested |
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Check whether transition to different game state has been requested this frame and will start next frame.
◆ IsTransitionRequestedOrInProgress()
static proto bool GameStateTransitions.IsTransitionRequestedOrInProgress |
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◆ RequestConnectViaRoom()
static proto bool GameStateTransitions.RequestConnectViaRoom |
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Room |
room | ) |
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Request transition from main menu to gameplay as client connected to server in multiplayer session.
◆ RequestGameplayEndTransition()
static proto void GameStateTransitions.RequestGameplayEndTransition |
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KickCauseCode |
code = KickCauseCode.NONE | ) |
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Request transition from whatever is current multiplayer session mode back to main menu.
◆ RequestGameTerminateTransition()
static proto void GameStateTransitions.RequestGameTerminateTransition |
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Request graceful shut down of the game from whatever is current game state (eg. online vs. offline).
◆ RequestLoadEditorWorld()
static proto bool GameStateTransitions.RequestLoadEditorWorld |
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string |
resourceStr, |
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bool |
createSubScene = false |
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Used when you are inside the editor, and you want to load a world.
◆ RequestMissionChangeTransition()
static proto bool GameStateTransitions.RequestMissionChangeTransition |
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MissionHeader |
mission | ) |
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Request change of mission.
◆ RequestNewSubscene()
static proto bool GameStateTransitions.RequestNewSubscene |
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Used when you are inside the editor, and you want to create a subscene.
◆ RequestPublicServerTransition()
static proto bool GameStateTransitions.RequestPublicServerTransition |
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JsonApiStruct |
config | ) |
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Request transition from main menu to hosted multiplayer session (registered in server browser).
◆ RequestScenarioChangeTransition()
static proto bool GameStateTransitions.RequestScenarioChangeTransition |
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string |
resourceStr, |
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string |
addonList |
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Request change of scenario.
- Parameters
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resourceStr | Uses string instead of ResourceName. ResourceName would be invalidated on addon reload |
addonList | List of addons to load. Leave empty for vanilla. |
◆ RequestScenarioRestart()
static proto bool GameStateTransitions.RequestScenarioRestart |
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Request restart of scenario in both SP and MP.
Must be called on server in case of MP game.
◆ RequestServerConfigChange()
static proto bool GameStateTransitions.RequestServerConfigChange |
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notnull ServerConfigMeta |
configMeta | ) |
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Request server config change and reload the game.
◆ RequestStartEditorTransition()
static proto bool GameStateTransitions.RequestStartEditorTransition |
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string |
resourceStr, |
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string |
addonList, |
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bool |
createSubScene = false |
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The documentation for this interface was generated from the following file:
- Game/generated/GameStateTransitions/GameStateTransitions.c