◆ SCR_PlayerData()
void SCR_PlayerData.SCR_PlayerData |
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int |
id, |
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bool |
hasPlayerBeenAuditted, |
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bool |
requestFromBackend = true |
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◆ AddPointsToSpecialization()
void SCR_PlayerData.AddPointsToSpecialization |
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int |
n, |
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float |
value |
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◆ AddStat()
void SCR_PlayerData.AddStat |
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SCR_EDataStats |
stat, |
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float |
amount = 1 , |
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bool |
temp = true |
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temp: True: The stat should be added to temporary actions that might be evaluated further by a module False: The stat is final.
Add it to this player session's stats
◆ BackendDataReady()
void SCR_PlayerData.BackendDataReady |
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◆ CalculateSessionDuration()
void SCR_PlayerData.CalculateSessionDuration |
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◆ CalculateStatsChange()
sealed void SCR_PlayerData.CalculateStatsChange |
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◆ CalculateStatsDifference()
sealed array< float > SCR_PlayerData.CalculateStatsDifference |
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◆ DebugCalculateStats()
sealed void SCR_PlayerData.DebugCalculateStats |
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◆ FillArrayWithSpecializationPoints()
void SCR_PlayerData.FillArrayWithSpecializationPoints |
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inout array< float > |
SpPoints, |
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bool |
newStats = true |
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◆ GetAccumulatedActions()
array< float > SCR_PlayerData.GetAccumulatedActions |
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◆ GetAccumulatedActionsTick()
int SCR_PlayerData.GetAccumulatedActionsTick |
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◆ GetArrayEarntPoints()
array< float > SCR_PlayerData.GetArrayEarntPoints |
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◆ GetConfigs()
◆ GetCriminalScore()
float SCR_PlayerData.GetCriminalScore |
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◆ GetDataEventStats()
Managed SCR_PlayerData.GetDataEventStats |
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◆ GetDataReadyInvoker()
ScriptInvoker SCR_PlayerData.GetDataReadyInvoker |
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◆ GetLatestActionTick()
int SCR_PlayerData.GetLatestActionTick |
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◆ GetLatestCriminalScoreUpdateTick()
int SCR_PlayerData.GetLatestCriminalScoreUpdateTick |
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◆ GetPreviousStats()
array< float > SCR_PlayerData.GetPreviousStats |
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◆ GetSpecializationCount()
float SCR_PlayerData.GetSpecializationCount |
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int |
n | ) |
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◆ GetSpecializationPoints()
float SCR_PlayerData.GetSpecializationPoints |
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int |
n, |
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bool |
newStats = true |
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◆ GetStat()
float SCR_PlayerData.GetStat |
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SCR_EDataStats |
stat, |
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bool |
newStat = true |
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) |
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◆ GetStats()
array< float > SCR_PlayerData.GetStats |
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◆ GetTimeOut()
int SCR_PlayerData.GetTimeOut |
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◆ IsDataProgressionReady()
bool SCR_PlayerData.IsDataProgressionReady |
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◆ IsDataReady()
bool SCR_PlayerData.IsDataReady |
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◆ IsEmptyProfile()
bool SCR_PlayerData.IsEmptyProfile |
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◆ LoadEmptyProfile()
void SCR_PlayerData.LoadEmptyProfile |
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◆ OverrideStat()
void SCR_PlayerData.OverrideStat |
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SCR_EDataStats |
stat, |
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float |
amount = 1 |
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◆ PrepareSpecializationProgressionStatsDisplay()
void SCR_PlayerData.PrepareSpecializationProgressionStatsDisplay |
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◆ PrepareSpecializationStatsDisplay()
void SCR_PlayerData.PrepareSpecializationStatsDisplay |
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◆ RequestLoadData()
void SCR_PlayerData.RequestLoadData |
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bool |
HasPlayerBeenAuditted = false | ) |
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◆ ResetAccumulatedActions()
void SCR_PlayerData.ResetAccumulatedActions |
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◆ SetCriminalScore()
void SCR_PlayerData.SetCriminalScore |
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float |
score | ) |
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◆ SetPreviousStats()
void SCR_PlayerData.SetPreviousStats |
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array< float > |
previousStats | ) |
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Overrides previous stats array with the provided one To be used on clients only!
◆ SetStats()
void SCR_PlayerData.SetStats |
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array< float > |
stats | ) |
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Overrides stats array with the provided one To be used on clients only!
◆ SetTimeOut()
void SCR_PlayerData.SetTimeOut |
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int |
time | ) |
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◆ StoreProfile()
sealed void SCR_PlayerData.StoreProfile |
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◆ UpdateTrackingController()
void SCR_PlayerData.UpdateTrackingController |
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EInputDeviceType |
oldDevice, |
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EInputDeviceType |
newDevice |
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protected |
◆ accumulationEnabled
bool SCR_PlayerData.accumulationEnabled = false |
◆ dataEvent
DataEvent to send stats to the database for tracking purposes.
◆ m_aAccumulatedActions
ref array<float> SCR_PlayerData.m_aAccumulatedActions = {} |
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protected |
Possibly criminal stats - We use this to accumulate actions and afterwards decide whether they are criminal or not.
◆ m_aEarnt
ref array<float> SCR_PlayerData.m_aEarnt = {} |
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We store in m_aEarnt the number of points provided by each of the fields to the specializations, and the total sum for each specialization in the corresponding field (sp0, sp1, etc)
◆ m_aPreviousStats
ref array<float> SCR_PlayerData.m_aPreviousStats = {} |
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◆ m_aStats
ref array<float> SCR_PlayerData.m_aStats = {} |
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Stats that we keep updating.
◆ m_aStatsGained
ref array<float> SCR_PlayerData.m_aStatsGained = {} |
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Stats difference - We need this variable because we need a pointer for it to be used on TD from C++ side.
◆ m_bIsEmptyProfile
bool SCR_PlayerData.m_bIsEmptyProfile |
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◆ m_CharacterDataCallback
Backend callbacks necessary to make the request to load and store the characterdata from the player's profile.
◆ m_Configs
◆ m_fCriminalScore
float SCR_PlayerData.m_fCriminalScore |
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◆ m_iAccumulatedActionsTick
int SCR_PlayerData.m_iAccumulatedActionsTick |
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◆ m_iLastEvaluationCurrentController
int SCR_PlayerData.m_iLastEvaluationCurrentController = 0 |
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◆ m_iLatestActionTick
int SCR_PlayerData.m_iLatestActionTick |
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◆ m_iLatestCriminalScoreUpdateTick
int SCR_PlayerData.m_iLatestCriminalScoreUpdateTick |
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◆ m_iPlayerID
int SCR_PlayerData.m_iPlayerID |
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◆ m_iSecondsAsController
int SCR_PlayerData.m_iSecondsAsController = 0 |
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◆ m_iSecondsAsKeyboard
int SCR_PlayerData.m_iSecondsAsKeyboard = 0 |
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◆ m_iSessionStartedTickCount
int SCR_PlayerData.m_iSessionStartedTickCount |
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Starting session tick to calculate session duration.
◆ m_iTimeOut
int SCR_PlayerData.m_iTimeOut = 0 |
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TimeOut in case the player is kicked or banned on the current session for notification purposes.
◆ m_OnDataReady
ref ScriptInvoker SCR_PlayerData.m_OnDataReady = new ScriptInvoker() |
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Invoker that notifies UI screens listening to it that the data object is ready.
◆ m_StoringCallback
ref BackendCallback SCR_PlayerData.m_StoringCallback = new BackendCallback() |
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◆ s_OnStatAdded
ref ScriptInvoker SCR_PlayerData.s_OnStatAdded = new ScriptInvoker() |
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static |
The documentation for this interface was generated from the following file:
- Game/DataCollection/PlayerData/SCR_PlayerData.c