Dummy communicator for RespawnSystem.
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Dummy communicator for RespawnSystem.
Must be attached to PlayerController entity.
◆ SCR_RespawnComponent()
| void SCR_RespawnComponent.SCR_RespawnComponent |
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IEntityComponentSource | src, |
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IEntity | ent, |
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IEntity | parent ) |
- Parameters
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| [in] | src | |
| [in] | ent | |
| [in] | parent | |
◆ CanSpawn()
Request an authority confirmation whether spawn with the provided data is possible.
The request is partially validated on client before transmission to the authority occurs. It is then further evaluated and processed by a SCR_RespawnHandlerComponent corresponding to each SCR_SpawnRequestComponent.
Notable callbacks:
- GetOnCanRespawnRequestInvoker_O -> Raised on owner request ('sender' has asked)
- GetOnCanRespawnResponseInvoker_O -> Raised on owner response (authority has responded or in certain cases early reject is done by self)
- GetOnCanRespawnRequestInvoker_S -> Authority received request from this component
- GetOnCanRespawnResponseInvoker_S -> Authority dispatched response to this component
- Parameters
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- Returns
- Returns true if the request was dispatched into the system, false if there was an error on the requesting side. Such case can occur e.g. when there is a missing respawn handler for provided data type or similar.
◆ GetInstance()
◆ GetOnCanRespawnRequestInvoker_O()
| OnCanRespawnRequestInvoker SCR_RespawnComponent.GetOnCanRespawnRequestInvoker_O |
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- Returns
- an invoker that is invoked after this component sends a can-request.
◆ GetOnCanRespawnRequestInvoker_S()
| OnCanRespawnRequestInvoker SCR_RespawnComponent.GetOnCanRespawnRequestInvoker_S |
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- Returns
- an invoker that is invoked after this component sends a can-request.
◆ GetOnCanRespawnResponseInvoker_O()
| OnCanRespawnResponseInvoker SCR_RespawnComponent.GetOnCanRespawnResponseInvoker_O |
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- Returns
- an invoker that is invoked after this component receives a response from the authority about prior sent ask can-request.
◆ GetOnCanRespawnResponseInvoker_S()
| OnCanRespawnResponseInvoker SCR_RespawnComponent.GetOnCanRespawnResponseInvoker_S |
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- Returns
- an invoker that is invoked after this component receives a response from teh authority about prior sent ask can-request.
◆ GetOnRespawnFinalizeBeginInvoker_O()
| OnRespawnRequestInvoker SCR_RespawnComponent.GetOnRespawnFinalizeBeginInvoker_O |
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When the spawn process reaches it end, the authority notifies the client about the last state starting ("finalization").
This is the last state after which the player gains control of the desired controllable, or receives a response (see GetOnRespawnResponseInvoker_O) about a possible (rare?) failure.
◆ GetOnRespawnReadyInvoker_O()
| OnRespawnReadyInvoker SCR_RespawnComponent.GetOnRespawnReadyInvoker_O |
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- Returns
- an invoker that is invoked after this player is "ready" to spawn. (E.g. open deployment menu)
◆ GetOnRespawnRequestInvoker_O()
| OnRespawnRequestInvoker SCR_RespawnComponent.GetOnRespawnRequestInvoker_O |
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- Returns
- an invoker that is invoked after this component sends a respawn request.
◆ GetOnRespawnRequestInvoker_S()
| OnRespawnRequestInvoker SCR_RespawnComponent.GetOnRespawnRequestInvoker_S |
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- Returns
- an invoker that is invoked after this component sends a respawn request.
◆ GetOnRespawnResponseInvoker_O()
| OnRespawnResponseInvoker SCR_RespawnComponent.GetOnRespawnResponseInvoker_O |
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- Returns
- an invoker that is invoked after this component receives a respawn request response from the authority.
◆ GetOnRespawnResponseInvoker_S()
| OnRespawnResponseInvoker SCR_RespawnComponent.GetOnRespawnResponseInvoker_S |
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- Returns
- an invoker that is invoked after this component receives a respawn request response from the authority.
◆ GetRequestComponent()
Find a request component based on provided data instance type.
- Parameters
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- Returns
◆ GetRplComponent()
◆ NotifyReadyForSpawn_S()
| void SCR_RespawnComponent.NotifyReadyForSpawn_S |
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Authority: Send notification to this player that they are ready to spawn.
◆ OnDelete()
| override void SCR_RespawnComponent.OnDelete |
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IEntity | owner | ) |
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Called during EOnInit.
- Parameters
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| owner | Entity this component is attached to. |
Implements RespawnComponent.
◆ OnPostInit()
| override void SCR_RespawnComponent.OnPostInit |
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IEntity | owner | ) |
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Called after all components are initialized.
- Parameters
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| owner | Entity this component is attached to. |
Implements RespawnComponent.
◆ RegisterRespawnRequestComponents()
| void SCR_RespawnComponent.RegisterRespawnRequestComponents |
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IEntity | owner | ) |
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◆ RequestClearPlayerFaction()
| bool SCR_RespawnComponent.RequestClearPlayerFaction |
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◆ RequestClearPlayerLoadout()
| bool SCR_RespawnComponent.RequestClearPlayerLoadout |
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◆ RequestClearPlayerSpawnPoint()
| void SCR_RespawnComponent.RequestClearPlayerSpawnPoint |
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◆ RequestPlayerFaction()
| bool SCR_RespawnComponent.RequestPlayerFaction |
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Faction | faction | ) |
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◆ RequestPlayerFactionIndex()
| void SCR_RespawnComponent.RequestPlayerFactionIndex |
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int | factionIndex | ) |
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◆ RequestPlayerLoadout()
◆ RequestPlayerLoadoutIndex()
| void SCR_RespawnComponent.RequestPlayerLoadoutIndex |
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int | loadoutIndex | ) |
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◆ RequestPlayerSpawnPoint()
| bool SCR_RespawnComponent.RequestPlayerSpawnPoint |
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SCR_SpawnPoint | spawnPoint | ) |
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◆ RequestPlayerSpawnPointIdentity()
| void SCR_RespawnComponent.RequestPlayerSpawnPointIdentity |
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RplId | spawnPointIdentity | ) |
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◆ RequestPlayerSuicide()
| void SCR_RespawnComponent.RequestPlayerSuicide |
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◆ RequestQuickRespawn()
| void SCR_RespawnComponent.RequestQuickRespawn |
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◆ RequestRespawn()
| void SCR_RespawnComponent.RequestRespawn |
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◆ RequestSpawn()
Request a spawn with the provided data.
The request is partially validated on client before transmission to the authority occurs. It is then further evaluated and processed by a SCR_RespawnHandlerComponent corresponding to each SCR_SpawnRequestComponent.
Notable callbacks:
- GetOnRespawnRequestInvoker_O -> Raised on owner request ('sender' has asked)
- GetOnRespawnResponseInvoker_O -> Raised on owner response (authority has responded or in certain cases early reject is done by self)
- GetOnRespawnRequestInvoker_S -> Authority received request from this component
- GetOnRespawnResponseInvoker_S -> Authority dispatched response to this component
- Parameters
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- Returns
- Returns true if the request was dispatched into the system, false if there was an error on the requesting side. Such case can occur e.g. when there is a missing respawn handler for provided data type or similar.
◆ Rpc_NotifyReadyForSpawn_O()
| void SCR_RespawnComponent.Rpc_NotifyReadyForSpawn_O |
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◆ SGetLocalRespawnComponent()
◆ SGetOnLocalPlayerSpawned()
| static ScriptInvokerVoid SCR_RespawnComponent.SGetOnLocalPlayerSpawned |
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Called when player spawns locally.
- Returns
◆ SGetPlayerRespawnComponent()
Authority only: Find SCR_RespawnComponent affiliated with the provided player by their Id.
- Parameters
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| [in] | playerId | Id of target player corresponding to id in PlayerController/PlayerManager. Returns null if no PlayerController exists. |
- Returns
- SCR_RespawnComponent instance for target player or null if none is present.
◆ m_mRequestComponents
◆ m_OnCanRespawnRequestInvoker_O
| ref OnCanRespawnRequestInvoker SCR_RespawnComponent.m_OnCanRespawnRequestInvoker_O = new OnCanRespawnRequestInvoker() |
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◆ m_OnCanRespawnRequestInvoker_S
| ref OnCanRespawnRequestInvoker SCR_RespawnComponent.m_OnCanRespawnRequestInvoker_S = new OnCanRespawnRequestInvoker() |
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◆ m_OnCanRespawnResponseInvoker_O
| ref OnCanRespawnResponseInvoker SCR_RespawnComponent.m_OnCanRespawnResponseInvoker_O = new OnCanRespawnResponseInvoker() |
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◆ m_OnCanRespawnResponseInvoker_S
| ref OnCanRespawnResponseInvoker SCR_RespawnComponent.m_OnCanRespawnResponseInvoker_S = new OnCanRespawnResponseInvoker() |
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◆ m_OnRespawnFinalizeBeginInvoker_O
| ref OnRespawnRequestInvoker SCR_RespawnComponent.m_OnRespawnFinalizeBeginInvoker_O = new OnRespawnRequestInvoker() |
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◆ m_OnRespawnReadyInvoker_O
| ref OnRespawnReadyInvoker SCR_RespawnComponent.m_OnRespawnReadyInvoker_O = new OnRespawnReadyInvoker() |
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◆ m_OnRespawnRequestInvoker_O
| ref OnRespawnRequestInvoker SCR_RespawnComponent.m_OnRespawnRequestInvoker_O = new OnRespawnRequestInvoker() |
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◆ m_OnRespawnRequestInvoker_S
| ref OnRespawnRequestInvoker SCR_RespawnComponent.m_OnRespawnRequestInvoker_S = new OnRespawnRequestInvoker() |
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◆ m_OnRespawnResponseInvoker_O
| ref OnRespawnResponseInvoker SCR_RespawnComponent.m_OnRespawnResponseInvoker_O = new OnRespawnResponseInvoker() |
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◆ m_OnRespawnResponseInvoker_S
| ref OnRespawnResponseInvoker SCR_RespawnComponent.m_OnRespawnResponseInvoker_S = new OnRespawnResponseInvoker() |
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◆ m_PlayerController
Parent entity (owner) - has to be a player controller for RPCs.
◆ m_RplComponent
Parent entity's rpl component.
The documentation for this interface was generated from the following file:
- Game/GameMode/Respawn/SCR_RespawnComponent.c