Oakfolks Gold_1.14
Oakfolks coop game
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UQTE_Subsystem Class Reference

#include <QTE_Subsystem.h>

Inheritance diagram for UQTE_Subsystem:
Collaboration diagram for UQTE_Subsystem:

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
 

Public Attributes

FOnSnapPointQTEResult OnSnapPointFirstResult
 
FOnSnapPointQTEResult OnSnapPointSecondResult
 
FOnQTEComplete OnQTEComplete
 
FOnQTEProgress OnSnapPointFirstProgress
 
FOnQTEProgress OnSnapPointSecondProgress
 

Detailed Description

CLASS //////// Subsystem responsible for managing Quick Time Events (QTE) in the game Handles player input validation, progress tracking, and result broadcasting

Member Function Documentation

◆ Deinitialize()

void UQTE_Subsystem::Deinitialize ( )
overridevirtual

Cleans up the QTE subsystem.

Stops any running QTE and performs cleanup

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◆ GetCurrentState()

EQTEState UQTE_Subsystem::GetCurrentState ( ) const
inline

GETTERS //////// QTE State

◆ GetStatId()

TStatId UQTE_Subsystem::GetStatId ( ) const
overridevirtual

Gets the stat ID for profiling.

Used by Unreal's profiling system to track performance

Returns
Stat ID for this tickable object

◆ Initialize()

void UQTE_Subsystem::Initialize ( FSubsystemCollectionBase & Collection)
overridevirtual

Initializes the QTE subsystem.

UNREAL LIFECYCLE //////// Start and End of subsystem

Sets up the initial state and resets all internal variables

Parameters
CollectionThe subsystem collection for dependency management

◆ IsTickable()

bool UQTE_Subsystem::IsTickable ( ) const
overridevirtual

Determines if this object should be ticked.

Only ticks when QTE is running and not paused

Returns
True if the subsystem should tick, false otherwise

◆ OnPlayerEnterSnapPoint()

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

Parameters
PlayerThe player entering the snap point
SnapPointThe type of snap point being entered
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◆ OnPlayerLeaveSnapPoint()

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

Parameters
PlayerThe player leaving the snap point
SnapPointThe type of snap point being left
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◆ SetQTEPaused()

void UQTE_Subsystem::SetQTEPaused ( bool bPause)

Pauses or unpauses the QTE.

Suspends input processing and timer updates

Parameters
bPauseTrue to pause, false to resume

◆ StartQTE()

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

Parameters
ConfigThe runtime QTE configuration
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◆ StartQTEFromAsset()

void UQTE_Subsystem::StartQTEFromAsset ( const UQTEConfigurationAsset * Config)

Starts a QTE using a configuration asset.

Converts the asset to runtime configuration and starts the QTE

Parameters
ConfigThe QTE configuration asset to use
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◆ StopQTE()

void UQTE_Subsystem::StopQTE ( )

Stops the current QTE.

Clears timers, resets state, and broadcasts failure

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◆ Tick()

void UQTE_Subsystem::Tick ( float DeltaTime)
overridevirtual

Tickable subsystem.

Updates the QTE system each frame.

Processes player inputs and updates QTE state when running and not paused

Parameters
DeltaTimeTime elapsed since the last frame in seconds

The documentation for this class was generated from the following files: