KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ALingoGameState 멤버 목록

다음에 대한 모든 멤버의 목록입니다 : ALingoGameState (모든 상속된 멤버들도 포함합니다.)

AddWrongListenAnswer(int32 Value)ALingoGameState
AddWrongReadAnswer(int32 Value)ALingoGameState
ALingoGameState()ALingoGameState
BeginPlay() overrideALingoGameStateprotectedvirtual
bIsTimerActiveALingoGameStateprotected
BotALingoGameStateprivate
DecreaseMissionTimer(const float InValue)ALingoGameState
GetBotInfo() constALingoGameStateinline
GetCurrentQuestType() constALingoGameStateinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > &OutLifetimeProps) const overrideALingoGameStateprotectedvirtual
GetListenScenarioData() constALingoGameStateinline
GetReadScenarioData() constALingoGameStateinline
GetRemainMissionTime()ALingoGameStateinline
GetRoomId()ALingoGameStateinline
GetRoomLevel()ALingoGameStateinline
GetTimeTaken()ALingoGameStateinline
GetWrongListenAnswerNum()ALingoGameStateinline
GetWrongReadAnswerNum()ALingoGameStateinline
IsQuestIng()ALingoGameStateinline
ListenResultALingoGameState
ListenScenarioDataALingoGameState
Multicast_SetAllCompassVisibility(bool bVisible)ALingoGameState
Multicast_SetCompassVisibilityByClass(TSubclassOf< AActor > ActorClass, bool bVisible)ALingoGameState
Multicast_SetCompassVisibilityByTag(FName Tag, bool bVisible)ALingoGameState
Multicast_ShowListenQuestPopup(const FResponseListenScenario &InScenarioData)ALingoGameStateprotected
Multicast_ShowReadQuestPopup(const FResponseReadScenario &InScenarioData)ALingoGameStateprotected
Multicast_UpdateQuestType(const EQuestType InQuestType)ALingoGameStateprotected
MulticastRPC_SendChat(FResponseUserMe sendUser, const FText &inMessage, int32 PlayerIndex)ALingoGameState
OnListenResultUpdatedALingoGameState
OnMissionTimerEnd()ALingoGameStateprivate
OnQuestScenarioDataUpdatedALingoGameState
OnReadResultUpdatedALingoGameState
OnRep_ListenResult()ALingoGameStateprotected
OnRep_ListenScenarioData()ALingoGameStateprotected
OnRep_ReadResult()ALingoGameStateprotected
OnRep_ReadScenarioData()ALingoGameStateprotected
OnRep_RoomId()ALingoGameStateprotected
OnRep_RoomLevel()ALingoGameStateprotected
OnRoomIdUpdatedALingoGameState
OnRoomLevelUpdatedALingoGameState
QuestTypeALingoGameStateprotected
ReadResultALingoGameState
ReadScenarioDataALingoGameState
RemainMissionTimeALingoGameStateprotected
ReqListenResultALingoGameState
ReqReadResultALingoGameState
RoomIdALingoGameStateprotected
RoomLevelALingoGameStateprotected
SetAllCompassVisibility(bool bVisible)ALingoGameState
SetCompassVisibilityByClass(TSubclassOf< AActor > ActorClass, bool bVisible)ALingoGameState
SetCompassVisibilityByTag(FName Tag, bool bVisible)ALingoGameState
SetListenScenarioData(const FResponseListenScenario &InResponseData)ALingoGameState
SetReadScenarioData(const FResponseReadScenario &InResponseData)ALingoGameState
SetRoomLevel(int32 InRoomLevel)ALingoGameState
StartMissionTimer(float TimeLimit)ALingoGameState
StopMissionTimer()ALingoGameState
Tick(float DeltaSeconds) overrideALingoGameStatevirtual
TimeLimitALingoGameStateprivate
TryListenAnswerDataALingoGameState
UpdateRemainMissionTime(const float InTimeLimit)ALingoGameState
WrongListenAnswerListALingoGameState
WrongReadAnswerListALingoGameState