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 |