7 [
Attribute(
"",
desc:
"This is the actual game over layout that is shown within the gameover screen",
params:
"layout")]
8 protected ResourceName m_GameOverContentLayout;
10 [
Attribute(
desc:
"Optional parameters to be displayed in the game over screen. Note that many of these settings are set by the inherent class like faction flag and icon in FactionGameOverScreenInfo")]
13 [
Attribute(
desc:
"Params for if the end screen can be displayed in editor. Can be left null if cannot be called by GM")]
22 return m_GameOverScreenId;
29 ResourceName GetGameOverContentLayout()
31 return m_GameOverContentLayout;
38 bool HasOptionalParams()
40 return m_OptionalParams !=
null;
49 return m_OptionalParams;
58 return m_OptionalEditorParams;
67 string GetTitle(
Faction factionPlayer, array<Faction> factionsOther)
69 if (HasOptionalParams())
70 return m_OptionalParams.m_sTitle;
80 string GetTitle(
int playerId, array<int> otherPlayerIds)
82 if (HasOptionalParams())
83 return m_OptionalParams.m_sTitle;
94 string GetSubtitle(
Faction factionPlayer, array<Faction> factionsOther)
96 if (HasOptionalParams())
97 return m_OptionalParams.m_sSubtitle;
108 string GetSubtitle(
int playerId, array<int> otherPlayerIds)
110 if (HasOptionalParams())
111 return m_OptionalParams.m_sSubtitle;
122 ResourceName GetImage(
Faction factionPlayer, array<Faction> factionsOther)
124 if (HasOptionalParams())
125 return m_OptionalParams.m_sImageTexture;
136 ResourceName GetImage(
int playerId, array<int> otherPlayerIds)
138 if (HasOptionalParams())
139 return m_OptionalParams.m_sImageTexture;
150 ResourceName GetIcon(
Faction factionPlayer, array<Faction> factionsOther)
152 if (HasOptionalParams())
153 return m_OptionalParams.m_sIcon;
164 ResourceName GetIcon(
int playerId, array<int> otherPlayerIds)
166 if (HasOptionalParams())
167 return m_OptionalParams.m_sIcon;
179 Color GetVignetteColor(
Faction factionPlayer, array<Faction> factionsOther)
191 Color GetVignetteColor(
int playerId, array<int> otherPlayerIds)
202 string GetDebriefing(
Faction factionPlayer, array<Faction> factionsOther)
204 if (HasOptionalParams())
205 return m_OptionalParams.m_sDebriefing;
216 string GetDebriefing(
int playerId, array<int> otherPlayerIds)
218 if (HasOptionalParams())
219 return m_OptionalParams.m_sDebriefing;
230 string GetOneShotAudio(
Faction factionPlayer, array<Faction> factionsOther)
232 if (HasOptionalParams())
233 return m_OptionalParams.m_sAudioOneShot;
244 string GetOneShotAudio(
int playerId, array<int> otherPlayerIds)
246 if (HasOptionalParams())
247 return m_OptionalParams.m_sAudioOneShot;
258 string GetTitleParam(
Faction factionPlayer, array<Faction> factionsOther)
260 if (HasOptionalParams())
261 return m_OptionalParams.m_sTitleParam;
272 string GetTitleParam(
int playerId, array<int> otherPlayerIds)
274 if (HasOptionalParams())
275 return m_OptionalParams.m_sTitleParam;
286 string GetSubtitleParam(
Faction factionPlayer, array<Faction> factionsOther)
288 if (HasOptionalParams())
289 return m_OptionalParams.m_sSubtitleParam;
300 string GetSubtitleParam(
int playerId, array<int> otherPlayerIds)
302 if (HasOptionalParams())
303 return m_OptionalParams.m_sSubtitleParam;
314 string GetDebriefingParam(
Faction factionPlayer, array<Faction> factionsOther)
316 if (HasOptionalParams())
317 return m_OptionalParams.m_sDebriefingParam;
328 string GetDebriefingParam(
int playerId, array<int> otherPlayerIds)
330 if (HasOptionalParams())
331 return m_OptionalParams.m_sDebriefingParam;
369 ResourceName m_sImageTexture;
372 ResourceName m_sIcon;
378 string m_sAudioOneShot;
381 string m_sTitleParam;
384 string m_sSubtitleParam;
387 string m_sDebriefingParam;
393 [
Attribute(
"1",
desc:
"If this is true then the end game state can be set by GM if false but still has a display name it can still be used as a mirror state of another game state (Eg: Defeat cannot be set by GM but if playable faction is not selected when Victory condition is chosen then they will still be displayed defeat as this is a mirror condition for victory.")]
394 bool m_bCanBeSetByGameMaster;
396 [
Attribute(
"0",
desc:
"This endscreen type can only show if at least one faction is playable")]
397 bool m_bNeedsPlayableFactions;
399 [
Attribute(
desc:
"Editor only if m_bCanBeSetByGameMaster is true, This is not shown in the GameOver UI but instead the name shown in editor when deciding which faction shows what gameOver screen.")]
402 [
Attribute(
desc:
"Editor only if m_bCanBeSetByGameMaster is true, This is not shown in the GameOver UI but instead show in the editor when this end game type has been chosen, explaining more about it to the player.")]
411 [
Attribute(
desc:
"Editor only, if m_bCanBeSetByGameMaster is true and thus can be selected. If NOT set to NONE: This will indicate if the state has a mirror state. Any playable faction that is not selected will be given this end state instead eg: Not selected for Victory will get defeat", UIWidgets.ComboBox,
"Mirrored state ID",
"", ParamEnumArray.FromEnum(
EGameOverTypes))]