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Oakfolks Gold_1.14
Oakfolks coop game
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#include <QTE_Subsystem.h>


Public Member Functions | |
| virtual void | Initialize (FSubsystemCollectionBase &Collection) override |
| Initializes the QTE subsystem. | |
| virtual void | Deinitialize () override |
| Cleans up the QTE subsystem. | |
| virtual void | Tick (float DeltaTime) override |
| Tickable subsystem. | |
| virtual bool | IsTickable () const override |
| Determines if this object should be ticked. | |
| virtual TStatId | GetStatId () const override |
| Gets the stat ID for profiling. | |
| void | StartQTEFromAsset (const UQTEConfigurationAsset *Config) |
| Starts a QTE using a configuration asset. | |
| void | StartQTE (const FQTEConfiguration Config) |
| Starts a QTE with the given configuration. | |
| void | StopQTE () |
| Stops the current QTE. | |
| void | SetQTEPaused (bool bPaused) |
| Pauses or unpauses the QTE. | |
| void | OnPlayerEnterSnapPoint (AMainPlayer *Player, ESnapPointType SnapPoint) |
| Registers a player entering a snap point. | |
| void | OnPlayerLeaveSnapPoint (AMainPlayer *Player, ESnapPointType SnapPoint) |
| Handles a player leaving a snap point. | |
| EQTEState | GetCurrentState () const |
CLASS //////// Subsystem responsible for managing Quick Time Events (QTE) in the game Handles player input validation, progress tracking, and result broadcasting
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overridevirtual |
Cleans up the QTE subsystem.
Stops any running QTE and performs cleanup

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inline |
GETTERS //////// QTE State
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overridevirtual |
Gets the stat ID for profiling.
Used by Unreal's profiling system to track performance
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overridevirtual |
Initializes the QTE subsystem.
UNREAL LIFECYCLE //////// Start and End of subsystem
Sets up the initial state and resets all internal variables
| Collection | The subsystem collection for dependency management |
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overridevirtual |
Determines if this object should be ticked.
Only ticks when QTE is running and not paused
| void UQTE_Subsystem::OnPlayerEnterSnapPoint | ( | AMainPlayer * | Player, |
| ESnapPointType | SnapPoint ) |
Registers a player entering a snap point.
Adds the player to the active list and starts QTE when all positions are filled
| Player | The player entering the snap point |
| SnapPoint | The type of snap point being entered |

| void UQTE_Subsystem::OnPlayerLeaveSnapPoint | ( | AMainPlayer * | Player, |
| ESnapPointType | SnapPoint ) |
Handles a player leaving a snap point.
Removes the player and stops the QTE if it was running
| Player | The player leaving the snap point |
| SnapPoint | The type of snap point being left |


| void UQTE_Subsystem::SetQTEPaused | ( | bool | bPause | ) |
Pauses or unpauses the QTE.
Suspends input processing and timer updates
| bPause | True to pause, false to resume |
| void UQTE_Subsystem::StartQTE | ( | const FQTEConfiguration | Config | ) |
Starts a QTE with the given configuration.
Initializes the QTE state and waits for players to enter snap points
| Config | The runtime QTE configuration |


| void UQTE_Subsystem::StartQTEFromAsset | ( | const UQTEConfigurationAsset * | Config | ) |
Starts a QTE using a configuration asset.
Converts the asset to runtime configuration and starts the QTE
| Config | The QTE configuration asset to use |

| void UQTE_Subsystem::StopQTE | ( | ) |
Stops the current QTE.
Clears timers, resets state, and broadcasts failure

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overridevirtual |
Tickable subsystem.
Updates the QTE system each frame.
Processes player inputs and updates QTE state when running and not paused
| DeltaTime | Time elapsed since the last frame in seconds |