[][src]Trait bakkesmod::wrappers::unreal::TrainingEditor

pub trait TrainingEditor: GameEditor {
    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
    ) { ... }
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 { ... }
fn spawn_archetype_at_and_adjust_to_floor(
        &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
    ) { ... }
fn setup_default_round(&self) { ... }
fn switch_to_round_number(
        &self,
        round_number: i32,
        backup_current_round: bool
    ) { ... }
fn delete_round(&self, round_to_delete: i32) { ... }
fn restart_play_test(&self) { ... }
fn end_play_test(&self) { ... }
fn start_play_test(&self, in_play_test_type: u8) { ... }
fn can_play_test_round_number(&self, round_number: i32) -> bool { ... }
fn set_unsaved_changes(&self, b_in_unsaved_changes: bool) { ... }
fn update_active_round_data(&self) { ... }
fn start_new_round(&self) { ... }
fn is_valid_round_index(&self, array_index: i32) -> bool { ... }
fn add_local_player(&self, player: PlayerControllerWrapper) { ... }
fn on_init(&self) { ... }
fn event_save_result(&self, b_success: bool) { ... }
fn event_unsaved_changes(&self, b_out_unsaved_changes: bool) { ... }
fn event_playtest_started(&self, gam_event: TrainingEditorWrapper) { ... }
fn event_round_changed(&self, gam_event: TrainingEditorWrapper) { ... }
fn event_round_time_changed(&self, game_event: TrainingEditorWrapper) { ... } }

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
)

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

fn spawn_archetype_at_and_adjust_to_floor(
    &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
)

fn setup_default_round(&self)

fn switch_to_round_number(&self, round_number: i32, backup_current_round: bool)

fn delete_round(&self, round_to_delete: i32)

fn restart_play_test(&self)

fn end_play_test(&self)

fn start_play_test(&self, in_play_test_type: u8)

fn can_play_test_round_number(&self, round_number: i32) -> bool

fn set_unsaved_changes(&self, b_in_unsaved_changes: bool)

fn update_active_round_data(&self)

fn start_new_round(&self)

fn is_valid_round_index(&self, array_index: i32) -> bool

fn add_local_player(&self, player: PlayerControllerWrapper)

fn on_init(&self)

fn event_save_result(&self, b_success: bool)

fn event_unsaved_changes(&self, b_out_unsaved_changes: bool)

fn event_playtest_started(&self, gam_event: TrainingEditorWrapper)

fn event_round_changed(&self, gam_event: TrainingEditorWrapper)

fn event_round_time_changed(&self, game_event: TrainingEditorWrapper)

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Implementors

impl TrainingEditor for TrainingEditorWrapper[src]

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