|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Public Member Functions | |
Functions | |
| bool | IsRaining (int Level) const |
| Is it raining by the given level at least? | |
| void | CallWeatherTransition (EWeatherEvent OldWeather, EWeatherEvent NewWeather, float32 Time) const |
| void | FreezeSkyTime (FInGameTime SkyTime) |
| Makes the sky use a static time. InGame time will keep running forward. Use UnfreezeSkyTime() to revert this. | |
| bool | GetAllowScreenDroplets () const |
| FInGameTime | GetCurrentSkyDayTime () const |
| Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive. | |
| UGothicWeatherSettings | GetCurrentWeatherSettings () |
| returns setting struct | |
| bool | GetIsPhotoModeEnabled () const |
| int | GetLuminosity () const |
| EBiome | GetPlayerBiome () const |
| return PlayerCurrentBiome | |
| EWeather | GetPlayerWeather () const |
| return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled | |
| float32 | GetRainIntensity () const |
| void | InvalidateCachedShadows () |
| void | CallWeatherChange (EWeather OldWeather, EWeather NewWeather) const |
| Broadcasts OnWeatherTransition Delegate. | |
| bool | IsTimeFrozen () const |
| void | Register (AWeatherLightingMagnet LightingMagnet) |
| void | SetAllowScreenDroplets (bool Enable) |
| void | SetLuminosity (int NewLuminosity) |
| void | SetPlayerWeather (EWeather NewWeather) |
| void | SetPlayerWeatherImmediate (EWeather NewWeather) |
| Sets CurrentPlayerWeather immediately without transition. | |
| void | UnfreezeSkyTime () |
| Resets SkyTimeOverride, Sky Time will be equal InGameTime again. | |
| void | Unregister (AWeatherLightingMagnet LightingMagnet) |
| void | UpdateWeatherSimulation (bool IsInstant) |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| static UWeatherSubsystem | Get () |
| static UWeatherSubsystem | GetGameWeather () |
| Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated! | |
Public Attributes | |
WeatherSubsystem | |
| UWeatherSubsystemConfig | WeatherConfig |
Variables | |
| FWeatherTransitionDelegate | OnWeatherTransition |
| Called when a weather transition is called. | |
| const UGothicWeatherSettings | CurrentWeatherSettings |
| returns setting struct | |
| bool | AllowScreenDroplets |
| const FInGameTime | CurrentSkyDayTime |
| Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive. | |
| FWeatherChangedDelegate | OnWeatherChanged |
| Called when the weather changed. | |
| const bool | IsPhotoModeEnabled |
| int | Luminosity |
| const EBiome | PlayerBiome |
| return PlayerCurrentBiome | |
| EWeather | PlayerWeather |
| return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled | |
| const float32 | RainIntensity |
Broadcasts OnWeatherTransition Delegate.
| void CallWeatherTransition | ( | EWeatherEvent | OldWeather, |
| EWeatherEvent | NewWeather, | ||
| float32 | Time ) const |
| void FreezeSkyTime | ( | FInGameTime | SkyTime | ) |
Makes the sky use a static time. InGame time will keep running forward. Use UnfreezeSkyTime() to revert this.
|
static |
| bool GetAllowScreenDroplets | ( | ) | const |
| FInGameTime GetCurrentSkyDayTime | ( | ) | const |
Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.
| UGothicWeatherSettings GetCurrentWeatherSettings | ( | ) |
returns setting struct
|
static |
Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!
| bool GetIsPhotoModeEnabled | ( | ) | const |
| int GetLuminosity | ( | ) | const |
| EBiome GetPlayerBiome | ( | ) | const |
return PlayerCurrentBiome
| EWeather GetPlayerWeather | ( | ) | const |
return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled
| float32 GetRainIntensity | ( | ) | const |
| void InvalidateCachedShadows | ( | ) |
| bool IsRaining | ( | int | Level | ) | const |
Is it raining by the given level at least?
| bool IsTimeFrozen | ( | ) | const |
| void Register | ( | AWeatherLightingMagnet | LightingMagnet | ) |
| void SetAllowScreenDroplets | ( | bool | Enable | ) |
| void SetLuminosity | ( | int | NewLuminosity | ) |
| void SetPlayerWeather | ( | EWeather | NewWeather | ) |
| void SetPlayerWeatherImmediate | ( | EWeather | NewWeather | ) |
Sets CurrentPlayerWeather immediately without transition.
|
static |
| void UnfreezeSkyTime | ( | ) |
Resets SkyTimeOverride, Sky Time will be equal InGameTime again.
| void Unregister | ( | AWeatherLightingMagnet | LightingMagnet | ) |
| void UpdateWeatherSimulation | ( | bool | IsInstant | ) |
| bool AllowScreenDroplets |
| const FInGameTime CurrentSkyDayTime |
Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.
| const UGothicWeatherSettings CurrentWeatherSettings |
returns setting struct
| const bool IsPhotoModeEnabled |
| int Luminosity |
| FWeatherChangedDelegate OnWeatherChanged |
Called when the weather changed.
| FWeatherTransitionDelegate OnWeatherTransition |
Called when a weather transition is called.
| const EBiome PlayerBiome |
return PlayerCurrentBiome
| EWeather PlayerWeather |
return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled
| const float32 RainIntensity |
| UWeatherSubsystemConfig WeatherConfig |