Payback 0.0.1
CK Graduation Project
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UStageManagementSubsystem 멤버 목록

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

ActivePlayerTriggeredDispatchSerialUStageManagementSubsystemprivate
BuildStageEventContext(FName EventID)UStageManagementSubsystemprivate
CachedStageDictionaryUStageManagementSubsystemprivate
DecreaseCurrentWaveRemainingEnemyCount(int32 Count=1)UStageManagementSubsystem
DecrementProcessorTriggerCount(const UStageEventProcessor *Processor)UStageManagementSubsystem
Deinitialize() overrideUStageManagementSubsystemvirtual
DispatchStageEvent(const FName EventID, const AActor *Caller, const AActor *Sender)UStageManagementSubsystem
EnsureStageDictionaryLoaded()UStageManagementSubsystemprivate
FStageManagementHandleUStageManagementSubsystemfriend
GetCurrentStageID() constUStageManagementSubsysteminline
GetCurrentWaveRemainingEnemyCount() constUStageManagementSubsystem
GetLastPlayerTriggeredEventID() constUStageManagementSubsystem
GetNextWaveCountdownRemainingTime() constUStageManagementSubsystem
GetOrCreateSpawnHub()UStageManagementSubsystem
GetOrCreateSpawnSystem()UStageManagementSubsystem
GetProcessorTriggerCount(const UStageEventProcessor *Processor) constUStageManagementSubsystem
GetSpawnedEnemyCount() constUStageManagementSubsystem
GetSpawnHub() constUStageManagementSubsysteminline
GetStageManagementHandle()UStageManagementSubsystem
GetStageTargetableQueryHandle() constUStageManagementSubsystem
GetTotalSpawnRemainingCount() constUStageManagementSubsystem
IncreaseCurrentWaveRemainingEnemyCount(int32 Count)UStageManagementSubsystem
IncrementProcessorTriggerCount(const UStageEventProcessor *Processor)UStageManagementSubsystem
IsNextWaveCountdownActive() constUStageManagementSubsystem
IsPlayerEventCaller(const AActor *Caller) constUStageManagementSubsystemprivate
LastPlayerTriggeredDispatchSerialUStageManagementSubsystemprivate
LastPlayerTriggeredEventIDUStageManagementSubsystemprivate
LastPlayerTriggeredProcessorsUStageManagementSubsystemprivate
ListenersByEventIDUStageManagementSubsystemprivate
NotifyEnemyRemainingCountChanged()UStageManagementSubsystem
NotifyNextWaveCountdownStarted(float Duration)UStageManagementSubsystem
NotifyNextWaveCountdownStopped()UStageManagementSubsystem
NotifyProcessorTriggered(const FName EventID, const AActor *Caller, const UStageEventProcessor *Processor)UStageManagementSubsystem
OnAllWavesClearedUStageManagementSubsystem
OnEnemyRemainingCountChangedUStageManagementSubsystem
OnLevelLoaded(ULevel *NewLevel, const ULevelStreamingData *LevelStreamingData) overrideUStageManagementSubsystemvirtual
OnLevelStreamingEnded() overrideUStageManagementSubsysteminlinevirtual
OnLevelStreamingStarted() overrideUStageManagementSubsysteminlinevirtual
OnLevelUnloaded() overrideUStageManagementSubsystemvirtual
OnNextWaveCountdownStartedUStageManagementSubsystem
OnNextWaveCountdownStoppedUStageManagementSubsystem
OnSpawnedEnemyKilledUStageManagementSubsystem
OnWaveClearedUStageManagementSubsystem
OnWaveStartedUStageManagementSubsystem
PlayerTriggeredDispatchSerialUStageManagementSubsystemprivate
ProcessorTriggerCountsUStageManagementSubsystemprivate
ReadyToSpawnUStageManagementSubsystem
RegisterListener(const FName EventID, UStageEventListenerComponent *Listener)UStageManagementSubsystem
ResetAllProcessorTriggerCounts()UStageManagementSubsystem
ResetProcessorTriggerCount(UStageEventProcessor *Processor)UStageManagementSubsystem
ResolveEntry(const FName EventID) constUStageManagementSubsystemprivate
ResolveStoryboard() constUStageManagementSubsystemprivate
RollbackLastPlayerTriggeredProcessorCounts(const FName EventID)UStageManagementSubsystem
SetCurrentWaveRemainingEnemyCount(int32 Count)UStageManagementSubsystem
SpawnHubUStageManagementSubsystemprotected
StageProgressUStageManagementSubsystemprivate
UnregisterListener(const FName EventID, UStageEventListenerComponent *Listener)UStageManagementSubsystem