Game state that is active while waiting to determine who the primary user is.
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#include <GameStatePrimaryUserSelection.h>
Inherits GameState::IGameState, and AzFramework::InputChannelEventListener.
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| AZ_CLASS_ALLOCATOR (GameStatePrimaryUserSelection, AZ::SystemAllocator) |
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| AZ_RTTI (GameStatePrimaryUserSelection, "{953A3CBD-92BD-4B9A-9FD2-C1DC6E9A8BF8}", IGameState) |
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| GameStatePrimaryUserSelection ()=default |
| Default constructor.
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| ~GameStatePrimaryUserSelection () override=default |
| Default destructor.
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void | OnPushed () override |
| GameState::GameState::OnPushed
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void | OnPopped () override |
| GameState::GameState::OnPopped
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void | OnEnter () override |
| GameState::GameState::OnEnter
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void | OnExit () override |
| GameState::GameState::OnExit
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AZ::s32 | GetPriority () const override |
| AzFramework::InputChannelEventListener::GetPriority
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bool | OnInputChannelEventFiltered (const AzFramework::InputChannel &inputChannel) override |
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virtual void | SetPrimaryLocalUser (AzFramework::LocalUserId localUserId) |
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virtual void | PushPrimaryUserMonitorGameState () |
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virtual void | PushMainMenuGameState () |
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AZ::EntityId | m_primaryUserSelectionCanvasEntityId |
| Id of the UI canvas being displayed.
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virtual void | LoadPrimaryUserSelectionCanvas () |
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virtual void | UnloadPrimaryUserSelectionCanvas () |
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virtual const char * | GetPrimaryUserSelectionCanvasAssetPath () |
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Game state that is active while waiting to determine who the primary user is.
◆ LoadPrimaryUserSelectionCanvas()
void GameStateSamples::GameStatePrimaryUserSelection::LoadPrimaryUserSelectionCanvas |
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inlineprotectedvirtual |
Convenience functions to load and unload the primary user selection UI canvas.
◆ OnInputChannelEventFiltered()
bool GameStateSamples::GameStatePrimaryUserSelection::OnInputChannelEventFiltered |
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const AzFramework::InputChannel & |
inputChannel | ) |
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inlineoverrideprotected |
AzFramework::InputChannelEventListener::OnInputChannelEventFiltered Used to detect the press of a button / key that will identify the primary user. If you override this class and wish to detect the primary user through another means, or want the UI displayed to process input, you should override this function to do nothing and handle setting the primary user yourself, before transitioning to the next game state.
◆ PushMainMenuGameState()
void GameStateSamples::GameStatePrimaryUserSelection::PushMainMenuGameState |
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inlineprotectedvirtual |
Convenience function to push the default main menu game state. Override if you wish to push a different main menu game state.
◆ PushPrimaryUserMonitorGameState()
void GameStateSamples::GameStatePrimaryUserSelection::PushPrimaryUserMonitorGameState |
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inlineprotectedvirtual |
Convenience function to push the default primary user monitor game state. Override if you wish to push a different primary user monitor game state.
◆ SetPrimaryLocalUser()
void GameStateSamples::GameStatePrimaryUserSelection::SetPrimaryLocalUser |
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AzFramework::LocalUserId |
localUserId | ) |
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inlineprotectedvirtual |
Convenience function to set the primary local user and transition to the next game state
- Parameters
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[in] | localUserId | The local user id to set as the primary user |
The documentation for this class was generated from the following files:
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryUserSelection.h
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryUserSelection.inl