G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UDifficultyManagerSubsystem Class Reference

Difficulty manager: Base class that modifies the state of the difficulty and works as a bridge to read and access current difficulty settings. This class is supposed the store the difficulty of the current active profile. More...

Public Member Functions

Functions
TSubclassOf< UProgressionDifficultySettings > GetProgressionDifficultySettingsClass () const
void AddGroupDifficultySettings (TSubclassOf< UDifficultySettings > settings, EDifficultyGroup group)
UCombatDifficultySettings GetCombatDifficultySettings () const
TSubclassOf< UCombatDifficultySettings > GetCombatDifficultySettingsClass () const
TSubclassOf< UDifficultyPreset > GetCurrentPreset () const
TSubclassOf< UDifficultySettings > GetCustomDifficultySettings (EDifficultyGroup group) const
TArray< TSubclassOf< UDifficultyPreset > > GetDifficultyPresetArray () const
TArray< TSubclassOf< UDifficultySettings > > GetGroupDifficultySettingsArray (EDifficultyGroup group) const
int GetNumberOfPresets () const
int GetNumberOfSettingsByGroup (EDifficultyGroup group) const
UProgressionDifficultySettings GetProgressionDifficultySettings () const
void AddDifficultyPreset (TSubclassOf< UDifficultyPreset > newPreset)
UResourcesDifficultySettings GetResourcesDifficultySettings () const
TSubclassOf< UResourcesDifficultySettings > GetResourcesDifficultySettingsClass () const
bool GetSteppedProgressionState () const
bool GetSurvivalModeState () const
void SetCurrentPreset (TSubclassOf< UDifficultyPreset > preset)
 Setting the current preset should change the preset in FProfileData too.
void SetCustomGroupDifficultySettings (EDifficultyGroup group, TSubclassOf< UDifficultySettings > settings)
void SetSteppedProgresssionState (bool value)
void SetSurvivalModeState (bool value)
void UpdateProfilePreset ()
Public Member Functions inherited from UScriptGameInstanceSubsystem
UGameInstance GetGameInstance () const
void Initialize ()
bool ShouldCreateSubsystem (UObject Outer) const
void Tick (float32 DeltaTime)
void Deinitialize ()
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
static UDifficultyManagerSubsystem Get ()
Static Public Member Functions inherited from UScriptGameInstanceSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UGameInstanceSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from USubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Variables
const UProgressionDifficultySettings ProgressionDifficultySettings
const TSubclassOf< UCombatDifficultySettings > CombatDifficultySettingsClass
TSubclassOf< UDifficultyPreset > CurrentPreset
const TArray< TSubclassOf< UDifficultyPreset > > DifficultyPresetArray
const int NumberOfPresets
const UCombatDifficultySettings CombatDifficultySettings
const TSubclassOf< UProgressionDifficultySettings > ProgressionDifficultySettingsClass
const UResourcesDifficultySettings ResourcesDifficultySettings
const TSubclassOf< UResourcesDifficultySettings > ResourcesDifficultySettingsClass
const bool SteppedProgressionState
bool SurvivalModeState
Public Attributes inherited from UScriptGameInstanceSubsystem
const UGameInstance GameInstance
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

Difficulty manager: Base class that modifies the state of the difficulty and works as a bridge to read and access current difficulty settings. This class is supposed the store the difficulty of the current active profile.

Member Function Documentation

◆ AddDifficultyPreset()

void AddDifficultyPreset ( TSubclassOf< UDifficultyPreset > newPreset)

◆ AddGroupDifficultySettings()

void AddGroupDifficultySettings ( TSubclassOf< UDifficultySettings > settings,
EDifficultyGroup group )

◆ Get()

◆ GetCombatDifficultySettings()

UCombatDifficultySettings GetCombatDifficultySettings ( ) const

◆ GetCombatDifficultySettingsClass()

TSubclassOf< UCombatDifficultySettings > GetCombatDifficultySettingsClass ( ) const

◆ GetCurrentPreset()

TSubclassOf< UDifficultyPreset > GetCurrentPreset ( ) const

◆ GetCustomDifficultySettings()

TSubclassOf< UDifficultySettings > GetCustomDifficultySettings ( EDifficultyGroup group) const

◆ GetDifficultyPresetArray()

TArray< TSubclassOf< UDifficultyPreset > > GetDifficultyPresetArray ( ) const

◆ GetGroupDifficultySettingsArray()

TArray< TSubclassOf< UDifficultySettings > > GetGroupDifficultySettingsArray ( EDifficultyGroup group) const

◆ GetNumberOfPresets()

int GetNumberOfPresets ( ) const

◆ GetNumberOfSettingsByGroup()

int GetNumberOfSettingsByGroup ( EDifficultyGroup group) const

◆ GetProgressionDifficultySettings()

UProgressionDifficultySettings GetProgressionDifficultySettings ( ) const

◆ GetProgressionDifficultySettingsClass()

TSubclassOf< UProgressionDifficultySettings > GetProgressionDifficultySettingsClass ( ) const

◆ GetResourcesDifficultySettings()

UResourcesDifficultySettings GetResourcesDifficultySettings ( ) const

◆ GetResourcesDifficultySettingsClass()

TSubclassOf< UResourcesDifficultySettings > GetResourcesDifficultySettingsClass ( ) const

◆ GetSteppedProgressionState()

bool GetSteppedProgressionState ( ) const

◆ GetSurvivalModeState()

bool GetSurvivalModeState ( ) const

◆ SetCurrentPreset()

void SetCurrentPreset ( TSubclassOf< UDifficultyPreset > preset)

Setting the current preset should change the preset in FProfileData too.

◆ SetCustomGroupDifficultySettings()

void SetCustomGroupDifficultySettings ( EDifficultyGroup group,
TSubclassOf< UDifficultySettings > settings )

◆ SetSteppedProgresssionState()

void SetSteppedProgresssionState ( bool value)

◆ SetSurvivalModeState()

void SetSurvivalModeState ( bool value)

◆ StaticClass()

UClass StaticClass ( )
static

◆ UpdateProfilePreset()

void UpdateProfilePreset ( )

Member Data Documentation

◆ CombatDifficultySettings

const UCombatDifficultySettings CombatDifficultySettings

◆ CombatDifficultySettingsClass

const TSubclassOf<UCombatDifficultySettings> CombatDifficultySettingsClass

◆ CurrentPreset

◆ DifficultyPresetArray

const TArray<TSubclassOf<UDifficultyPreset> > DifficultyPresetArray

◆ NumberOfPresets

const int NumberOfPresets

◆ ProgressionDifficultySettings

const UProgressionDifficultySettings ProgressionDifficultySettings

◆ ProgressionDifficultySettingsClass

const TSubclassOf<UProgressionDifficultySettings> ProgressionDifficultySettingsClass

◆ ResourcesDifficultySettings

const UResourcesDifficultySettings ResourcesDifficultySettings

◆ ResourcesDifficultySettingsClass

const TSubclassOf<UResourcesDifficultySettings> ResourcesDifficultySettingsClass

◆ SteppedProgressionState

const bool SteppedProgressionState

◆ SurvivalModeState

bool SurvivalModeState