Title Manager  1.0.0
Keeps track of the proficiency level of each tool and the experience level of the tool's category.
Public Member Functions | Protected Attributes | List of all members
UTitleManagerComponent Class Reference
Inheritance diagram for UTitleManagerComponent:

Public Member Functions

 UTitleManagerComponent (const FObjectInitializer &objectInitializer)
 
bool Load (const FTitleManagerSerializeData &titleManagerSerializeData)
 
FTitleManagerSerializeData Save () const
 
int32 GetExperience (const FString &categoryName)
 
int32 SetExperience (const FString &categoryName, int32 experience)
 
int32 AddExperience (const FString &categoryName, const int32 experience=1)
 
float GetExperienceRatio (const FString &categoryName)
 
int32 GetProficiency (const FString &categoryName, const FString &itemName)
 
int32 SetProficiency (const FString &categoryName, const FString &itemName, int32 proficiency)
 
int32 AddProficiency (const FString &categoryName, const FString &itemName, const int32 proficiency=1)
 
float GetProficiencyRatio (const FString &categoryName, const FString &itemName)
 
uint8 GetQuantity (const FString &categoryName, const FString &itemName)
 
void SetQuantity (const FString &categoryName, const FString &itemName, const uint8 quantity)
 
uint8 AddQuantity (const FString &categoryName, const FString &itemName, const int32 quantity=1)
 
FString FindMaxExperienceTitle () const
 
FString FindCategoryTitle (const FString &categoryName) const
 
const FExperienceCategoryDataFindExperienceCategoryData (const FString &categoryName) const
 
const UTitleManagerDatabaseGetTitleManagerDatabase () const noexcept
 
const TMap< FString, FExperienceCategoryValue > & GetExperienceCategoryValue () const noexcept
 
virtual void InitializeComponent () override
 

Protected Attributes

TObjectPtr< UTitleManagerDatabaseTitleManagerDatabase
 
TMap< FString, FExperienceCategoryValueExperienceCategoryValue
 

Detailed Description

Title Manager 称号マネージャ

Constructor & Destructor Documentation

◆ UTitleManagerComponent()

UTitleManagerComponent::UTitleManagerComponent ( const FObjectInitializer &  objectInitializer)
explicit
Author
Shun Moriya

Member Function Documentation

◆ AddExperience()

int32 UTitleManagerComponent::AddExperience ( const FString &  categoryName,
const int32  experience = 1 
)

Add to the experience points. The value is clamped within the ExperienceRange of the ExperienceCategory. 経験値に加算します。値はExperienceCategoryのExperienceRange範囲内に切り詰めます。

Parameters
categoryNameカテゴリ名
experience増減経験値
Returns
加算後の結果

◆ AddProficiency()

int32 UTitleManagerComponent::AddProficiency ( const FString &  categoryName,
const FString &  itemName,
const int32  proficiency = 1 
)

Add to the item's proficiency level. The value is clamped within the ProficiencyRange of the ExperienceCategory. アイテムの熟練度に加算します。値はExperienceCategoryのProficiencyRange範囲内に切り詰めます。

Parameters
categoryNameカテゴリ名
itemNameアイテム名
proficiency増減経験値
Returns
加算後の結果

◆ AddQuantity()

uint8 UTitleManagerComponent::AddQuantity ( const FString &  categoryName,
const FString &  itemName,
const int32  quantity = 1 
)

Add to the quantity owned. 所有数を加算します

Parameters
categoryNameカテゴリ名
itemNameアイテム名
quantity加算する所有数
Returns
所有数

◆ FindCategoryTitle()

FString UTitleManagerComponent::FindCategoryTitle ( const FString &  categoryName) const

Search for the titles in the category. カテゴリの称号を検索します

Parameters
categoryNameカテゴリ名
Returns
称号名

◆ FindExperienceCategoryData()

const FExperienceCategoryData * UTitleManagerComponent::FindExperienceCategoryData ( const FString &  categoryName) const

Search for the experience points category. 経験値カテゴリを検索します

Parameters
categoryNameカテゴリ名
Returns
nullptrなら検索失敗

◆ FindMaxExperienceTitle()

FString UTitleManagerComponent::FindMaxExperienceTitle ( ) const

Search for the highest experience points title. 最も経験値の高い称号を検索します

Returns
称号名

◆ GetExperience()

int32 UTitleManagerComponent::GetExperience ( const FString &  categoryName)

Get experience. 経験値を取得します。

Parameters
categoryNameカテゴリ名
Returns
経験値

◆ GetExperienceCategoryValue()

const TMap< FString, FExperienceCategoryValue > & UTitleManagerComponent::GetExperienceCategoryValue ( ) const
noexcept

Gain experience and proficiency 経験値や熟練度を取得します

Returns
TMap<FString, FExperienceCategoryValue>

◆ GetExperienceRatio()

float UTitleManagerComponent::GetExperienceRatio ( const FString &  categoryName)

Get the experience points ratio. 経験値の比率を取得します。

Parameters
categoryNameカテゴリ名
Returns
0.0 ~ 1.0

◆ GetProficiency()

int32 UTitleManagerComponent::GetProficiency ( const FString &  categoryName,
const FString &  itemName 
)

Get the item's proficiency level. アイテムの熟練度を取得します。

Parameters
categoryNameカテゴリ名
itemNameアイテム名
Returns
経験値

◆ GetProficiencyRatio()

float UTitleManagerComponent::GetProficiencyRatio ( const FString &  categoryName,
const FString &  itemName 
)

Get the item's proficiency ratio. アイテムの熟練度の比率を取得します。

Parameters
categoryNameカテゴリ名
itemNameアイテム名
Returns
0.0 ~ 1.0

◆ GetQuantity()

uint8 UTitleManagerComponent::GetQuantity ( const FString &  categoryName,
const FString &  itemName 
)

Get the quantity owned. 所有数を取得します

Parameters
categoryNameカテゴリ名
itemNameアイテム名
Returns
所有数

◆ GetTitleManagerDatabase()

const UTitleManagerDatabase * UTitleManagerComponent::GetTitleManagerDatabase ( ) const
noexcept

Get UTitleManagerDatabase UTitleManagerDatabaseを取得します

Returns
UTitleManagerDatabase

◆ Load()

bool UTitleManagerComponent::Load ( const FTitleManagerSerializeData titleManagerSerializeData)

Load ロード

Parameters
titleManagerSerializeDataロードするデータ

◆ Save()

FTitleManagerSerializeData UTitleManagerComponent::Save ( ) const

Save セーブ

Returns
経験値と熟練度

◆ SetExperience()

int32 UTitleManagerComponent::SetExperience ( const FString &  categoryName,
int32  experience 
)

Set the experience points. The value is clamped within the ExperienceRange of the ExperienceCategory. 経験値を設定します。値はExperienceCategoryのExperienceRange範囲内に切り詰めます。

Parameters
categoryNameカテゴリ名
experience経験値
Returns
設定の結果

◆ SetProficiency()

int32 UTitleManagerComponent::SetProficiency ( const FString &  categoryName,
const FString &  itemName,
int32  proficiency 
)

Set the item's proficiency level. The value is clamped within the ProficiencyRange of the ExperienceCategory. アイテムの熟練度を設定します。値はExperienceCategoryのProficiencyRange範囲内に切り詰めます。

Parameters
categoryNameカテゴリ名
itemNameアイテム名
proficiency経験値
Returns
経験値

◆ SetQuantity()

void UTitleManagerComponent::SetQuantity ( const FString &  categoryName,
const FString &  itemName,
const uint8  quantity 
)

Set the quantity owned. 所有数を設定します

Parameters
categoryNameカテゴリ名
itemNameアイテム名
quantity所有数

Member Data Documentation

◆ ExperienceCategoryValue

TMap<FString, FExperienceCategoryValue> UTitleManagerComponent::ExperienceCategoryValue
protected

Experience points and proficiency level. 経験値と熟練度

◆ TitleManagerDatabase

TObjectPtr<UTitleManagerDatabase> UTitleManagerComponent::TitleManagerDatabase
protected

Please specify the title database. 称号データベースを指定してください。


The documentation for this class was generated from the following files: