#include <GameStatePrimaryUserMonitor.h>
Inherits GameState::IGameState, GameState::GameStateNotificationBus::Handler, AzFramework::InputDeviceNotificationBus::Handler, AzFramework::ApplicationLifecycleEvents::Bus::Handler, and LocalUser::LocalUserNotificationBus::Handler.
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| AZ_CLASS_ALLOCATOR (GameStatePrimaryUserMonitor, AZ::SystemAllocator) |
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| AZ_RTTI (GameStatePrimaryUserMonitor, "{2B7DB914-DEEC-4A2F-B178-9AD953D70FE0}", IGameState) |
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| GameStatePrimaryUserMonitor ()=default |
| Default constructor.
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| ~GameStatePrimaryUserMonitor () 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 | OnActiveGameStateChanged (AZStd::shared_ptr< IGameState > oldGameState, AZStd::shared_ptr< IGameState > newGameState) override |
| GameState::GameStateNotifications::OnActiveGameStateChanged
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void | OnInputDeviceConnectedEvent (const AzFramework::InputDevice &inputDevice) override |
| AzFramework::InputDeviceNotifications::OnInputDeviceConnectedEvent
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void | OnInputDeviceDisconnectedEvent (const AzFramework::InputDevice &inputDevice) override |
| AzFramework::InputDeviceNotifications::OnInputDeviceDisconnectedEvent
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void | OnApplicationUnconstrained (AzFramework::ApplicationLifecycleEvents::Event) override |
| AzFramework::ApplicationLifecycleEvents::OnApplicationUnconstrained
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void | OnLocalUserSignedIn (AzFramework::LocalUserId localUserId) override |
| LocalUser::LocalUserNotifications::OnLocalUserSignedIn
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void | OnLocalUserSignedOut (AzFramework::LocalUserId localUserId) override |
| LocalUser::LocalUserNotifications::OnLocalUserSignedOut
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virtual void | PushPrimaryControllerDisconnectedGameState () |
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virtual void | PushPrimaryUserSignedOutGameState () |
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virtual void | TryPushLevelPausedGameState () |
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Game state that is pushed after determining the primary user (GameStatePrimaryUserSelection) that monitors for events related to the primary user we must respond to (eg. user sign-out). This state will almost never be active, so it won't receive updates, but will rather sit in the stack monitoring for events and respond them by pushing (or popping) other game states.
◆ PushPrimaryControllerDisconnectedGameState()
void GameStateSamples::GameStatePrimaryUserMonitor::PushPrimaryControllerDisconnectedGameState |
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inlineprotectedvirtual |
Convenience function to push the default primary controller disconnected game state. Override if you wish to push a different primary controller disconnected game state.
◆ PushPrimaryUserSignedOutGameState()
void GameStateSamples::GameStatePrimaryUserMonitor::PushPrimaryUserSignedOutGameState |
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inlineprotectedvirtual |
Convenience function to push the default primary user signed out game state. Override if you wish to push a different primary user signed out game state.
◆ TryPushLevelPausedGameState()
void GameStateSamples::GameStatePrimaryUserMonitor::TryPushLevelPausedGameState |
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inlineprotectedvirtual |
Convenience function to push the default level paused game state (if it is needed). Override if you wish to push a different level paused game state.
The documentation for this class was generated from the following files:
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryUserMonitor.h
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStatePrimaryUserMonitor.inl