[−][src]Trait bakkesmod::wrappers::unreal::TrainingEditor
Provided methods
fn get_min_round_time(&self) -> f32
fn get_max_round_time(&self) -> f32
fn get_b_no_editor(&self) -> bool
fn get_b_displayed_redo_penalty_message(&self) -> bool
fn get_b_unsaved_changes(&self) -> bool
fn get_points_scored_this_round(&self) -> i32
fn get_shot_attempt(&self) -> i32
fn get_goalie_score(&self) -> i32
fn get_play_test_type(&self) -> u8
fn get_goal_mesh_blockers(&self) -> RLArray<ActorWrapper>
fn get_goal_mesh_blocker_archetype(&self) -> Option<ActorWrapper>
fn get_training_data(&self) -> Option<GameEditorSaveDataWrapper>
fn get_save_delay_time(&self) -> f32
fn get_save_cooldown(&self) -> f32
fn get_training_file_name(&self) -> RLString
fn on_loading_movie_closed(&self)
fn tag_history_changes(&self)
fn mark_as_dirty(&self)
fn force_tag_history_changes(&self)
fn set_traced_crosshair_actor(
&self,
pc: PlayerControllerWrapper,
new_actor: ActorWrapper
)
&self,
pc: PlayerControllerWrapper,
new_actor: ActorWrapper
)
fn allow_dynamic_crowd(&self) -> bool
fn broadcast_go_message(&self)
fn get_total_rounds(&self) -> i32
fn get_difficulty(&self) -> u8
fn get_training_type(&self) -> u8
fn destroy_ball(&self, ball: BallWrapper) -> bool
fn save(&self)
fn on_training_mode_loaded(&self)
fn duplicate_round(&self, index: i32)
fn reorder_round(&self, from_index: i32, to_index: i32)
fn set_round_time_limit(&self, new_round_time: f32)
fn handle_next_game(&self) -> bool
fn reset_balls(&self)
fn load(&self, save_name: RLString, pc: PlayerControllerWrapper)
fn destroy_goal_mesh_blockers(&self)
fn update_goal_mesh_blocker(&self)
fn get_score(&self) -> i32
fn remove_points_from_score(&self, points_to_remove: i32, team_index: i32)
fn show_scorer_goal_message(&self) -> bool
fn show_reset_round_message(&self)
fn show_penalty_message(&self) -> bool
fn get_player_team_number(&self) -> i32
fn get_ball_goal_score_number(&self) -> i32
fn remove_all_points_from_score(&self, team_index: i32)
fn increment_round(&self, b_loop: bool) -> bool
fn adjust_to_floor_location(
&self,
trace_start: Vector,
collsion_extent: Vector
) -> Vector
&self,
trace_start: Vector,
collsion_extent: Vector
) -> Vector
fn spawn_archetype_at_and_adjust_to_floor(
&self,
archetype: ActorWrapper,
spawn_location: Vector,
spawn_rotation: Rotator
) -> Option<ActorWrapper>
&self,
archetype: ActorWrapper,
spawn_location: Vector,
spawn_rotation: Rotator
) -> Option<ActorWrapper>
fn spawn_ball_and_start_point_at(
&self,
ball_spawn_location: Vector,
ball_spawn_rotation: Rotator,
start_point_spawn_location: Vector,
start_point_spawn_rotation: Rotator
)
&self,
ball_spawn_location: Vector,
ball_spawn_rotation: Rotator,
start_point_spawn_location: Vector,
start_point_spawn_rotation: Rotator
)