Exemple #1
0
/// <summary>Returns controller for this actor.</summary>
        public AController GetController()
        {
            CheckIsValid();
            IntPtr ___ret = GetController(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            AController ___ret2 = new AController()
            {
                _this = ___ret
            }; return(___ret2);
        }
        /// <summary>
        /// Return the specific player start actor that should be used for the next spawn
        /// This will either use a previously saved startactor, or calls ChoosePlayerStart
        /// @param Player The AController for whom we are choosing a Player Start
        /// @param IncomingName Specifies the tag of a Player Start to use
        /// @returns Actor chosen as player start (usually a PlayerStart)
        /// </summary>
        public AActor FindPlayerStart(AController Player, string IncomingName)
        {
            CheckIsValid();
            IntPtr ___ret = K2_FindPlayerStart(_this.Get(), Player, IncomingName);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            AActor ___ret2 = new AActor()
            {
                _this = ___ret
            }; return(___ret2);
        }
Exemple #3
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 /// <summary>
 /// Return the specific player start actor that should be used for the next spawn
 /// This will either use a previously saved startactor, or calls ChoosePlayerStart
 /// @param Player The AController for whom we are choosing a Player Start
 /// @param IncomingName Specifies the tag of a Player Start to use
 /// @returns Actor chosen as player start (usually a PlayerStart)
 /// </summary>
 public extern AActor K2_FindPlayerStart(AController Player, FString IncomingName);
 /// <summary>Tries to spawn the player's pawn at the specified actor's location</summary>
 public void RestartPlayerAtPlayerStart(AController NewPlayer, AActor StartSpot)
 {
     CheckIsValid();
     RestartPlayerAtPlayerStart(_this.Get(), NewPlayer, StartSpot);
 }
 /// <summary>Returns the time that should be used as when a player started</summary>
 public extern virtual float GetPlayerStartTime(AController Controller);
 /// <summary>
 /// Performs navigation raycast on NavigationData appropriate for given Querier.
 ///     @param Querier if not passed default navigation data will be used
 ///     @param HitLocation if line was obstructed this will be set to hit location. Otherwise it contains SegmentEnd
 ///     @return true if line from RayStart to RayEnd was obstructed. Also, true when no navigation data present
 /// </summary>
 public extern static bool NavigationRaycast(UObject WorldContext, FVector RayStart, FVector RayEnd, out FVector HitLocation, TSubclassOf <UNavigationQueryFilter> FilterClass, AController Querier);
 public extern static void SimpleMoveToActor(AController Controller, AActor Goal);
Exemple #8
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 /// <summary>
 /// Tries to spawn the player's pawn at a specific location
 /// </summary>
 public override void RestartPlayerAtTransform(AController newPlayer, FTransform spawnTransform)
 {
 }
Exemple #9
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 /// <summary>
 /// Sets the name for a controller
 /// </summary>
 /// <param name="controller">The controller of the player to change the name of</param>
 /// <param name="newName">The name to set the player to</param>
 /// <param name="bNameChange">Whether the name is changing or if this is the first time it has been set</param>
 public override void ChangeName(AController controller, string newName, bool bNameChange)
 {
 }
Exemple #10
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 /// <summary>
 /// Tries to spawn the player's pawn, at the location returned by FindPlayerStart
 /// </summary>
 public override void RestartPlayer(AController newPlayer)
 {
 }
Exemple #11
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 /// <summary>
 /// Tries to spawn the player's pawn at the specified actor's location
 /// </summary>
 public override void RestartPlayerAtPlayerStart(AController newPlayer, AActor startSpot)
 {
 }
Exemple #12
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 /// <summary>Tries to spawn the player's pawn at the specified actor's location</summary>
 public extern virtual void RestartPlayerAtPlayerStart(AController NewPlayer, AActor StartSpot);
Exemple #13
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 /// <summary>Tries to spawn the player's pawn at a specific location</summary>
 public extern virtual void RestartPlayerAtTransform(AController NewPlayer, FTransform SpawnTransform);
Exemple #14
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 /// <summary>
 /// Sets the name for a controller
 /// @param Controller    The controller of the player to change the name of
 /// @param NewName               The name to set the player to
 /// @param bNameChange   Whether the name is changing or if this is the first time it has been set
 /// </summary>
 public extern virtual void ChangeName(AController Controller, FString NewName, bool bNameChange);
 public static void SimpleMoveToActor(AController Controller, AActor Goal)
 {
     SimpleMoveToActor(IntPtr.Zero, Controller, Goal);
 }
Exemple #16
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 /// <summary>
 /// Handles second half of RestartPlayer
 /// </summary>
 protected override void FinishRestartPlayer(AController newPlayer, FRotator startRotation)
 {
 }
        /// <summary>
        /// Performs navigation raycast on NavigationData appropriate for given Querier.
        ///     @param Querier if not passed default navigation data will be used
        ///     @param HitLocation if line was obstructed this will be set to hit location. Otherwise it contains SegmentEnd
        ///     @return true if line from RayStart to RayEnd was obstructed. Also, true when no navigation data present
        /// </summary>
        public static bool NavigationRaycast(UObject WorldContext, FVector RayStart, FVector RayEnd, out FVector HitLocation, TSubclassOf <UNavigationQueryFilter> FilterClass, AController Querier)
        {
            int ___ret = NavigationRaycast(IntPtr.Zero, WorldContext, ref RayStart, ref RayEnd, out HitLocation, FilterClass.NativeClass, Querier);

            return(___ret != 0);
        }
Exemple #18
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 /// <summary>
 /// Handles all player initialization that is shared between the travel methods
 /// <para>(i.e. called from both PostLogin() and HandleSeamlessTravelPlayer()) </para>
 /// </summary>
 protected override void GenericPlayerInitialization(AController c)
 {
 }
 public extern static void SimpleMoveToLocation(AController Controller, FVector Goal);
Exemple #20
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 /// <summary>
 /// Handles initializing a seamless travel player, handles logic similar to InitNewPlayer
 /// </summary>
 protected override void InitSeamlessTravelPlayer(AController newController)
 {
 }
Exemple #21
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 /// <summary>
 /// Called by Controller when its PlayerState is initially replicated.
 /// </summary>
 public override void ClientInitialize(AController c)
 {
 }
Exemple #22
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 /// <summary>
 /// Called when a Controller with a PlayerState leaves the game or is destroyed
 /// </summary>
 public override void Logout(AController exiting)
 {
 }
 /// <summary>Returns how much time needs to be spent before a player can respawn</summary>
 public extern virtual float GetPlayerRespawnDelay(AController Controller);
Exemple #24
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 public bool IsFollowingAPath(AController controller)
 => E_UPathFollowingManager_IsFollowingAPath(this, controller);
 /// <summary>Tries to spawn the player's pawn at a specific location</summary>
 public void RestartPlayerAtTransform(AController NewPlayer, FTransform SpawnTransform)
 {
     CheckIsValid();
     RestartPlayerAtTransform(_this.Get(), NewPlayer, ref SpawnTransform);
 }
Exemple #26
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 public void StopMovement(AController controller)
 => E_UPathFollowingManager_StopMovement(this, controller);
 /// <summary>Tries to spawn the player's pawn, at the location returned by FindPlayerStart</summary>
 public void RestartPlayer(AController NewPlayer)
 {
     CheckIsValid();
     RestartPlayer(_this.Get(), NewPlayer);
 }
 public static void SimpleMoveToLocation(AController Controller, FVector Goal)
 {
     SimpleMoveToLocation(IntPtr.Zero, Controller, ref Goal);
 }
 /// <summary>
 /// Sets the name for a controller
 /// @param Controller    The controller of the player to change the name of
 /// @param NewName               The name to set the player to
 /// @param bNameChange   Whether the name is changing or if this is the first time it has been set
 /// </summary>
 public void ChangeName(AController Controller, string NewName, bool bNameChange)
 {
     CheckIsValid();
     ChangeName(_this.Get(), Controller, NewName, bNameChange?1:0);
 }
Exemple #30
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 /// <summary>Tries to spawn the player's pawn, at the location returned by FindPlayerStart</summary>
 public extern virtual void RestartPlayer(AController NewPlayer);