36 lines
1.6 KiB
Ucode
36 lines
1.6 KiB
Ucode
/**
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* Tracks all data about the current game state, such as players, objectives, time remaining, current scores, etc. Game data stores
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* can be nested, in that a GameState data store can contain references to other game state data stores. This is useful for
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* isolating the weapon data store associated with a particular player, for example.
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* Game data stores are further divided into two components:
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* <p>
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* Game state data providers: Provides state and static data about a particular instance of a data source, such as a player, weapon,
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* pickup, or game objective. Data providers can generally not be referenced directly by the UI. Instead,
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* they are normally accessed through a game state data store, such as the game state data store associated
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* with the owning player, or the current game info instance.
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* Game state data stores: Acts as the first layer between the game and the UI. Each data store contains a collection of game state
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* data providers, which provide the data for instances of a game object
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UIDataStore_GameState extends UIDataStore
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native(inherit)
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abstract;
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delegate OnRefreshDataFieldValue();
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/**
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* Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.
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*
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* @return TRUE indicates that this data store should be automatically unregistered when this game session ends.
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*/
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function bool NotifyGameSessionEnded()
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{
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// game state data stores should always be unregistered when the match is over.
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return true;
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}
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DefaultProperties
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{
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}
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