/// <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); }
/// <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);
/// <summary> /// Tries to spawn the player's pawn at a specific location /// </summary> public override void RestartPlayerAtTransform(AController newPlayer, FTransform spawnTransform) { }
/// <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) { }
/// <summary> /// Tries to spawn the player's pawn, at the location returned by FindPlayerStart /// </summary> public override void RestartPlayer(AController newPlayer) { }
/// <summary> /// Tries to spawn the player's pawn at the specified actor's location /// </summary> public override void RestartPlayerAtPlayerStart(AController newPlayer, AActor startSpot) { }
/// <summary>Tries to spawn the player's pawn at the specified actor's location</summary> public extern virtual void RestartPlayerAtPlayerStart(AController NewPlayer, AActor StartSpot);
/// <summary>Tries to spawn the player's pawn at a specific location</summary> public extern virtual void RestartPlayerAtTransform(AController NewPlayer, FTransform SpawnTransform);
/// <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); }
/// <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); }
/// <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);
/// <summary> /// Handles initializing a seamless travel player, handles logic similar to InitNewPlayer /// </summary> protected override void InitSeamlessTravelPlayer(AController newController) { }
/// <summary> /// Called by Controller when its PlayerState is initially replicated. /// </summary> public override void ClientInitialize(AController c) { }
/// <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);
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); }
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); }
/// <summary>Tries to spawn the player's pawn, at the location returned by FindPlayerStart</summary> public extern virtual void RestartPlayer(AController NewPlayer);