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