rott/kf_sources/AcediaCore/Classes/UnrealAPI.uc
2026-07-14 20:27:09 +07:00

135 lines
4.9 KiB
Ucode

/**
* Low-level API that provides set of utility methods for working with
* unreal script classes.
* Copyright 2021-2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class UnrealAPI extends AcediaObject
abstract;
public function Initialize(class<AcediaAdapter> adapterClass);
/**
* Signal that will be emitted every tick.
*
* [Signature]
* void <slot>(float delta, float dilationCoefficient)
*
* @param delta In-game time in seconds that has passed since
* the last tick. To obtain real time passed from the last tick divide
* `delta` by `dilationCoefficient`.
* @param dilationCoefficient How fast is in-game time flow compared to
* the real world's one? `2` means twice as fast and
* `0.5` means twice as slow.
*/
/* SIGNAL */
public function Unreal_OnTick_Slot OnTick(AcediaObject receiver);
/**
* Signal that will be emitted when a passed `targetToStalk` is destroyed.
*
* Passed parameter `targetToStalk` cannot be `none`, otherwise `none` will be
* returned instead of a valid slot.
*
* @param receiver Specify a receiver like for any other signal.
* @param targetToStalk Actor whose destruction we want to detect.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public function SimpleSlot OnDestructionFor(
AcediaObject receiver,
Actor targetToStalk);
/**
* Returns current game's `LevelInfo`. Useful because `level` variable
* is not defined inside objects.
*
* @return `LevelInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public function LevelInfo GetLevel();
/**
* Returns current game's `GameReplicationInfo`. Useful because `level.game`
* is not accessible inside objects.
*
* @return `GameReplicationInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public function GameReplicationInfo GetGameRI();
/**
* Returns current game's `GameReplicationInfo` as `KFGameReplicationInfo`.
* Useful because `level.game` is not accessible inside objects and because it
* auto converts game replication info type to `KFGameReplicationInfo`, which
* virtually all mods for killing floor use (by itself or as a base class).
*
* @return `KFGameReplicationInfo` instance for the current game.
* Can be `none` only if game was modded to run a `KFGameReplicationInfo`
* not derived from `KFGameType`.
*/
public function KFGameReplicationInfo GetKFGameRI();
/**
* Returns current game's `GameInfo`. Useful because `level.game` is not
* accessible inside objects.
*
* @return `GameInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public function GameInfo GetGameType();
/**
* Returns current game's `GameInfo` as `KFGameType`. Useful because
* `level.game` is not accessible inside objects and because it auto converts
* game type to `KFGameType`, which virtually all mods for killing floor use
* (by itself or as a base class).
*
* @return `KFGameType` instance for the current game. Can be `none` only if
* game was modded to run a `GameInfo` not derived from `KFGameType`.
*/
public function KFGameType GetKFGameType();
/**
* Searches all `Actor`s on the level for an instance of specific class and
* returns it.
*
* @param classToFind Class we want to find an instance of.
* @result A pre-existing instance of class `classToFind`, `none` if
* no instances exist at the moment of this method's call.
*/
public function Actor FindActorInstance(class<Actor> classToFind);
/**
* Creates reference object to store a `Actor` value.
*
* Such references are necessary, since `Actor` references aren't safe to store
* inside non-actor `Object`s. To allow that Acedia uses a round about way of
* storing all `Actor` references in a special `Actor`, while allowing to refer
* to them via `NativeActorRef` (also `ActorRef` for `AcediaActor`s
* specifically).
*
* @param value Initial value to store in reference.
* @return `NativeActorRef`, containing `value`.
*/
public function NativeActorRef ActorRef(optional Actor value);
defaultproperties
{
}