36 virtual void OnLevelLoaded(ULevel* NewLevel,
const ULevelStreamingData* LevelStreamingData)
final;
40 virtual void OnLevelUnloaded()
final;
44 virtual void OnLevelStreamingStarted()
final;
48 virtual void OnLevelStreamingEnded()
final;
52 void OnPlayerWeaponChanged(FGameplayTag PreviousWeaponTag, FGameplayTag NewWeaponTag);
55 UFUNCTION(BlueprintCallable, meta=(BlueprintPrivate=
"true"))
56 virtual void BeginPlay()
override;
59 UFUNCTION(BlueprintCallable, meta=(BlueprintPrivate=
"true"))
60 virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason)
override;
68 void OnWaveStarted(
const FWaveDataCollection& WaveDataCollection,
const int32 CurrentWaveIndex);
72 void OnWaveCleared(
const FWaveDataCollection& WaveDataCollection,
const int32 ClearedWaveIndex,
const int32 NextWaveIndex);
76 void OnAllWavesCleared();
80 UFUNCTION(BlueprintImplementableEvent, Category =
"Stage|Flow")
84 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow")
85 void OnLevelUnloaded_Internal();
88 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow")
89 void OnLevelStreamingStarted_Internal();
92 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow")
93 void OnLevelStreamingEnded_Internal();
96 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow|Wave")
100 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow|Wave")
104 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow|Wave")
105 void OnWaveCleared_Internal(const
FWaveDataCollection& WaveDataCollection, const int32 ClearedWaveIndex, const int32 NextWaveIndex);
108 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow|Wave")
109 void OnAllWavesCleared_Internal();
112 UFUNCTION(BlueprintImplementableEvent, Category = "Stage|Flow|Weapon")
113 void OnPlayerWeaponChanged_Internal(FGameplayTag PreviousWeaponTag, FGameplayTag NewWeaponTag);
117 UFUNCTION(BlueprintPure, Category = "Stage|Flow")
118 FORCEINLINE ULevel* GetStreamedLevel()
const
120 return CurrentLevel.Get();
123 UFUNCTION(BlueprintPure, Category =
"Stage|Flow")
129 UFUNCTION(BlueprintPure, Category =
"Stage|Flow")
132 return StreamingData.Get();
139 TWeakObjectPtr<UWorld> CachedWorld;
142 TWeakObjectPtr<ULevel> CurrentLevel;
Definition MainPlayerCharacter.h:39