Game state that is active while the primary user's controller is disconnected. More...
#include <GameStatePrimaryControllerDisconnected.h>
Inherits GameState::IGameState, AzFramework::InputChannelEventListener, and AzFramework::InputDeviceNotificationBus::Handler.
Public Member Functions | |
AZ_CLASS_ALLOCATOR (GameStatePrimaryControllerDisconnected, AZ::SystemAllocator) | |
AZ_RTTI (GameStatePrimaryControllerDisconnected, "{47FCBC7A-49CB-4FEB-842A-C730CCB19940}", IGameState) | |
GameStatePrimaryControllerDisconnected ()=default | |
Default constructor. | |
~GameStatePrimaryControllerDisconnected () override=default | |
Default destructor. | |
Protected Member Functions | |
void | OnEnter () override |
GameState::GameState::OnEnter | |
void | OnExit () override |
GameState::GameState::OnExit | |
AZ::s32 | GetPriority () const override |
AzFramework::InputChannelEventListener::GetPriority | |
bool | OnInputChannelEventFiltered (const AzFramework::InputChannel &inputChannel) override |
AzFramework::InputChannelEventListener::OnInputChannelEventFiltered | |
void | OnInputDeviceConnectedEvent (const AzFramework::InputDevice &inputDevice) override |
AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent | |
virtual void | ShowPrimaryControllerDisconnectedPopup () |
virtual void | HidePrimaryControllerDisconnectedPopup () |
Game state that is active while the primary user's controller is disconnected.
|
inlineprotectedvirtual |
Convenience functions to show/hide the primary controller disconnected popup.