Download LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.78 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class AController; | |
| class AGameModeBase; | |
| class APawn; | |
| class APlayerController; | |
| class UClass; | |
| class ULyraExperienceDefinition; | |
| class ULyraPawnData; | |
| class UObject; | |
| struct FFrame; | |
| struct FPrimaryAssetId; | |
| enum class ECommonSessionOnlineMode : uint8; | |
| /** | |
| * Post login event, triggered when a player or bot joins the game as well as after seamless and non seamless travel | |
| * | |
| * This is called after the player has finished initialization | |
| */ | |
| DECLARE_MULTICAST_DELEGATE_TwoParams(FOnLyraGameModePlayerInitialized, AGameModeBase* /*GameMode*/, AController* /*NewPlayer*/); | |
| /** | |
| * ALyraGameMode | |
| * | |
| * The base game mode class used by this project. | |
| */ | |
| UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base game mode class used by this project.")) | |
| class ALyraGameMode : public AModularGameModeBase | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ALyraGameMode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") | |
| UE_API const ULyraPawnData* GetPawnDataForController(const AController* InController) const; | |
| //~AGameModeBase interface | |
| UE_API virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override; | |
| UE_API virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController) override; | |
| UE_API virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform) override; | |
| UE_API virtual bool ShouldSpawnAtStartSpot(AController* Player) override; | |
| UE_API virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override; | |
| UE_API virtual AActor* ChoosePlayerStart_Implementation(AController* Player) override; | |
| UE_API virtual void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override; | |
| UE_API virtual bool PlayerCanRestart_Implementation(APlayerController* Player) override; | |
| UE_API virtual void InitGameState() override; | |
| UE_API virtual bool UpdatePlayerStartSpot(AController* Player, const FString& Portal, FString& OutErrorMessage) override; | |
| UE_API virtual void GenericPlayerInitialization(AController* NewPlayer) override; | |
| UE_API virtual void FailedToRestartPlayer(AController* NewPlayer) override; | |
| //~End of AGameModeBase interface | |
| // Restart (respawn) the specified player or bot next frame | |
| // - If bForceReset is true, the controller will be reset this frame (abandoning the currently possessed pawn, if any) | |
| UFUNCTION(BlueprintCallable) | |
| UE_API void RequestPlayerRestartNextFrame(AController* Controller, bool bForceReset = false); | |
| // Agnostic version of PlayerCanRestart that can be used for both player bots and players | |
| UE_API virtual bool ControllerCanRestart(AController* Controller); | |
| // Delegate called on player initialization, described above | |
| FOnLyraGameModePlayerInitialized OnGameModePlayerInitialized; | |
| protected: | |
| UE_API void OnExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience); | |
| UE_API bool IsExperienceLoaded() const; | |
| UE_API void OnMatchAssignmentGiven(FPrimaryAssetId ExperienceId, const FString& ExperienceIdSource); | |
| UE_API void HandleMatchAssignmentIfNotExpectingOne(); | |
| UE_API bool TryDedicatedServerLogin(); | |
| UE_API void HostDedicatedServerMatch(ECommonSessionOnlineMode OnlineMode); | |
| UFUNCTION() | |
| UE_API void OnUserInitializedForDedicatedServer(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext); | |
| }; | |