Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:UTUIFrontEnd LaunchGame (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
Launch game scene for UT3, contains functionality common to instant action and host game flows.
 
Launch game scene for UT3, contains functionality common to instant action and host game flows.
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Reference to the settings datastore that we will use to create the game.
 
Reference to the settings datastore that we will use to create the game.
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====SettingsProfileName====
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'''Type:''' [[string]]
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The name that this class uses to store the current game profiles settings (for reloading previous menu option settings)
  
 
====StringListDataStore====
 
====StringListDataStore====

Latest revision as of 06:13, 16 August 2009

UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_LaunchGame
Package: 
UTGame
Direct subclasses:
UTUIFrontEnd_HostGame, UTUIFrontEnd_InstantAction
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Launch game scene for UT3, contains functionality common to instant action and host game flows.

Properties[edit]

bForceRefreshOptionList[edit]

Type: bool

Modifiers: transient

Whether or not the option list should be refreshed.

bFullyInitialized[edit]

Type: bool

Modifiers: transient

Whether or not we're fully initialized yet.

GameMode[edit]

Type: string

Modifiers: transient


GameModeTab[edit]

Type: UTUITabPage_GameModeSelection

Modifiers: transient

References to the tab control and pages.

GameSettingsTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


MapName[edit]

Type: string

Modifiers: transient

Current match settings, used to launch the game. .

MapTab[edit]

Type: UTUITabPage_MapSelection

Modifiers: transient


SettingsDataStore[edit]

Type: UIDataStore_OnlineGameSettings

Modifiers: transient

Reference to the settings datastore that we will use to create the game.

SettingsProfileName[edit]

Type: string

The name that this class uses to store the current game profiles settings (for reloading previous menu option settings)

StringListDataStore[edit]

Type: UTUIDataStore_StringList

Modifiers: transient

Reference to the stringlist datastore that we will use to create the game.

Default values[edit]

Property Value
bMenuLevelRestoresScene True

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Functions[edit]

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

PostInitialize event - Sets delegates for the scene.

SceneActivated[edit]

event SceneActivated (bool bInitialActivation)

Overrides: UTUIFrontEnd.SceneActivated

Scene activation event, always sets focus to current tab page if activating the page for a second time.

Other instance functions[edit]

HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTUIFrontEnd.HandleInputKey

Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

OnAcceptGameSettings[edit]

function OnAcceptGameSettings (UIScreenObject InObject, int PlayerIndex)

Callback for when the user has accepted the game settings.

OnButtonBar_Back[edit]

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_Next[edit]

function bool OnButtonBar_Next (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_StartGame[edit]

function bool OnButtonBar_StartGame (UIScreenObject InButton, int PlayerIndex)

Buttonbar Callbacks.

OnGameModeSelected[edit]

function OnGameModeSelected (string InGameMode, string InDefaultMap, string GameSettingsClass, bool bSelectionSubmitted)

Callback for when the gamemode changes on the game mode selection tab.

OnMapSelected[edit]

function OnMapSelected ()

Callback for when the user has selected the map.

OnPageActivated[edit]

function OnPageActivated (UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex)

Overrides: UTUIFrontEnd.OnPageActivated

Called when a new page is activated.

Parameters:

  • Sender - the tab control that activated the page
  • NewlyActivePage - the page that was just activated
  • PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this event.

OnStartGame[edit]

function OnStartGame ()

Starts the game.

SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the button bar for the scene.

ShowNextTab[edit]

function ShowNextTab ()

Shows the next tab page, if we are at the last tab, then we start the game.

ShowPrevTab[edit]

function ShowPrevTab ()

Shows the previous tab page, if we are at the first tab, then we close the scene.