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| bool | GetAllowControls () |
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| float | GetDuration () |
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| bool | CanAdvanceState (SCR_EGameModeState nextState) |
| | Called on authority to check if transition to next state can occur in current step.
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| override void | OnGameStateChanged (SCR_EGameModeState state) |
| | Called when game mode state changes called on all machines.
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| SCR_EGameModeState | GetAffiliatedState () |
| | Called on the authority when created to assign state this component belongs to.
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| SCR_BaseGameMode | GetGameMode () |
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| void | OnGameEnd () |
| | Called on all machines when the world ends.
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| void | OnGameModeStart () |
| | Called on every machine when game mode starts.
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| void | OnGameModeEnd (SCR_GameModeEndData data) |
| | Called when game mode ends.
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| void | OnPlayerConnected (int playerId) |
| | Called after a player is connected.
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| void | OnPlayerAuditSuccess (int playerId) |
| | Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
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| void | OnPlayerAuditFail (int playerId) |
| | Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
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| void | OnPlayerAuditTimeouted (int playerId) |
| | Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
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| void | OnPlayerAuditRevived (int playerId) |
| | Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
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| void | OnPlayerRegistered (int playerId) |
| | Called on every machine after a player is registered (identity, name etc.).
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| void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
| | Called after a player is disconnected.
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| bool | PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
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| void | OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
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| void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
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| bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
| | See SCR_BaseGameMode.HandlePlayerKilled.
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| void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
| | Called after a player gets killed.
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| void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
| | Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
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| void | OnPlayerDeleted (int playerId, IEntity player) |
| | Called after a player gets deleted.
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| void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
| | Called when player role changes.
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| void | OnWorldPostProcess (World world) |
| | Called once loading of all entities of the world have been finished (still within the loading)
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| void | OnControllableSpawned (IEntity entity) |
| | When a controllable entity is spawned, this event is raised.
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| void | OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData) |
| | When a controllable entity is destroyed, this event is raised.
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| void | OnControllableDeleted (IEntity entity) |
| | Prior to a controllable entity being DELETED, this event is raised.
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| void | SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
| |
Base component for handling game mode states.