Skip to main content
  1. Projects/
  2. Tiled Level/
  3. Tour/

Game time api

Table of Contents

Overview
#

Properties
#

Init
#

TileSize
#

The most important property!

Preview
#

Controlling the preview appearance

bUsePreviewMaterial_CanBuildHere
#

When false, the original material for preview item will showup when you CAN build here.

PreviewMaterial_CanBuildHere
#

Will use the default material this plugin provides if not set.

bUsePreviewMaterial_CanNotBuildHere
#

When false, nothing will showup when you CAN NOT build here

PreviewMaterial_CanNotBuildHere
#

Will use the default material this plugin provides if not set.

bShowAutoPaintBrush
#

Should show the auto paint hint (a translucent grid) If set false, you can still bind events such as OnItemBuilt or OnItemFailToBuild to notify your player

AutoPaintHintOpacity
#

Opcacity for auto paint hint

Data
#

GametimeData
#

Where the data stored. You can pass it to save game object when you need the save/load funtionality.

Restriction
#

bLockBuild
#

Should block building new placements?

bLockRemove
#

Should block removal of existing placements?

Auto
#

bUseRandomSeed
#

Use fixed random seed for auto paint instance?

Seed
#

The random seed value.

Override Function
#

OnBeginSystem
#

Will triggered after init system.

Previously, this event was triggered when the Game Instance subsystem was initialized automatically. However, we found that this didn’t match the typical use case for many developers. So, as of V4.0.2, we’ve changed it to trigger after you manually initialize the system.

OnLeaveSystemBoundary
#

Will triggered after leaving the boudary assuming you init system with boundary.

CanBuildItem
#

Override for whether you can build placement from this item.

In/Out Name Type Description
In Item to Build Tiled Level Item Object Reference The item you are trying to build
Out Return Value Bool Can build result

CanRemoveItem
#

Override for whether you can remove placement from this item.

In/Out Name Type Description
In Item to Build Tiled Level Item Object Reference The item you are trying to build
Out Return Value Bool Can remove result

CanBuildAutoItem
#

Override for whether you can build this auto item.

In/Out Name Type Description
In Auto Item to Build Name The item you are trying to build
Out Return Value Bool Can build result

CanRemoveAutoItem
#

Override for whether you can remove this auto item.

In/Out Name Type Description
In Auto Item to Build Name The item you are trying to build
Out Return Value Bool Can remove result

Nodes
#

Init
#

InitializeGametimeSystem
#

In/Out Name Type Description
In Startup Item Set Tiled Item Set Object Reference
In Existing Tiled Levels Array of Tiled Level Actor Object References Existing levels controlled by this system
In Unbound Bool Unbounded (true) or bounded (false)

When Unbound is false, the boundary of the gametime system is determined by the bounds of Existing Tiled Levels.

InitializeGametimeSystemFromData
#

In/Out Name Type Description
In Startup Item Set Tiled Item Set Object Reference
In In Data Tiled Level Game Data Structure The item you are trying to build
In Existing Tiled Levels Array of Tiled Level Actor Object References Existing levels controlled by this system
In Unbound Bool Unbounded (true) or bounded (false)

When Unbound is false, the boundary of the gametime system is determined by the bounds of Existing Tiled Levels.

ChangeItemSet
#

In/Out Name Type Description
In New Item Set Tiled Item Set Object Reference
Out Return Value Bool Change set result

Normal
#

Activate preview->Move preview->Build

Preview
#

  • ActivatePreviewItem
    In/Out Name Type Description
    In Preview Item Tiled Item Object Reference
    Out Return Value Bool Activation result
  • IsPreviewItemActivated
    In/Out Name Type Description
    Out Return Value Bool
  • DeactivatePreviewItem
  • MovePreviewItemToWorldPosition
    In/Out Name Type Description
    In Target Location Vector In world space
    Out Return Value Bool Move result
  • MovePreviewItemToScreenPosition
    In/Out Name Type Description
    In Screen Position Vector 2D Structure
    In Floor Position Interger
    In Player Index Interger
    Out Return Value Bool Move result
  • MorePreviewItemToCursor
    In/Out Name Type Description
    In Floor Position Interger
    In Player Index Interger
    Out Return Value Bool Move result
  • RotatePreviewItem
    In/Out Name Type Description
    In Is Clockwise Bool

Remove
#

  • RemoveItem_LineTraceSingle
    In/Out Name Type Description
    In Trace Start Vector In world space
    In Trace End Vector In world space
    In Show Debug Bool
    Out Return Value Bool Remove result
  • RemoveItem_FromHit
    In/Out Name Type Description
    In Hit Result Hit Result Structure
    Out Return Value Bool Remove result
  • RemoveItem_UnderCursor
    In/Out Name Type Description
    In Player Index Integer
    Out Return Value Bool Remove result

Build
#

  • BuildItem

Replace
#

  • ReplaceItemFromHit
    In/Out Name Type Description
    In Hit Result Hit Result Structure
    In To Replace Tiled Level Item Object Reference
    Out Return Value Bool Replace result

Auto
#

Activate preview->Move preview->Build

Preview
#

  • ActivateAutoRule
    In/Out Name Type Description
    In New Rule Auto Paint Rule Object Reference
    In Default Active Item Name
    Out Return Value Bool Activation result
  • ChangeActiveAutoItem
    In/Out Name Type Description
    In Item Name Name
    Out Return Value Bool Change result
  • IsAutoPaintActivated
    In/Out Name Type Description
    Out Return Value Bool
  • DeactivateAutoItem
  • MoveAutoItemToWorldPosition
    In/Out Name Type Description
    In Target Location Vector In world space
    Out Return Value Bool Move result
  • MoveAutoItemToScreenPosition
    In/Out Name Type Description
    In Screen Position Vector 2D Structure
    In Floor Position Interger
    In Player Index Interger
    Out Return Value Bool Move result
  • MoveAutoItemToCursor
    In/Out Name Type Description
    In Floor Position Interger
    In Player Index Interger
    Out Return Value Bool Move result

Build
#

  • BuildAutoItem
  • ChangeAutoItemAtLocation
    In/Out Name Type Description
    In Tile Position Int Vector Structure
    In Auto Item Name Name

Debug
#

  • ToggleAutoItemHintVisibility

Query
#

QueryItemFromHit
#

In/Out Name Type Description
In Hit Result Hit Result Structure
Out Success Bool
Out Return Value Tiled Level Item Object Reference

QueryItemPlacementFromHit
#

In/Out Name Type Description
In Hit Result Hit Result Structure
Out Success Bool
Out Return Value Item Placement Structure

QueryItemByUID
#

In/Out Name Type Description
In Item ID Guid Structure
Out Success Bool
Out Return Value Tiled Level Item Object Reference

Eraser
#

ActivateEraserMode
#

In/Out Name Type Description
In Any Bool Any placed type?
In Target Type EPlacedType Enum
In Eraser Size Int Vector Structure

DeactivateEraserMode
#

MoveEraserToWorldPosition
#

In/Out Name Type Description
In Target Location Vector In world space
Out Return Value Bool Move result

MoveEraserToScreenPosition
#

In/Out Name Type Description
In Screen Position Vector 2D Structure
In Floor Position Interger
In Player Index Interger
Out Return Value Bool Move result

MoveEraserToCursor
#

In/Out Name Type Description
In Floor Position Interger
In Player Index Interger
Out Return Value Bool Move result

RotateEraser
#

In/Out Name Type Description
In Is Clockwise Bool

EraserItem
#

Utility
#

GetActivePreviewItem
#

In/Out Name Type Description
Out Return Value Bool

FocusFloor
#

In/Out Name Type Description
In Floor Position Integer

HasAnyFocusedFloor
#

In/Out Name Type Description
Out Return Value Bool

Position
#

GetTilePosition
#

In/Out Name Type Description
In World Location Vector
Out Found Bool
Out Return Value Int Vector Structure

GetTilePositionOnScreen
#

In/Out Name Type Description
In Floor Position Integer
In Screen Position Vector 2D Structure
In Player Index Integer
Out Found Bool
Out Return Value Int Vector Structure

GetTilePositionUnderCursor
#

In/Out Name Type Description
In Floor Position Integer
In Player Index Integer
Out Found Bool
Out Return Value Int Vector Structure

GeEdge
#

In/Out Name Type Description
In World Location Vector
In Edge Type EEdgeType Enum
Out Found Bool
Out Return Value Tiled Level Edge Structure

GetEdgeOnScreen
#

In/Out Name Type Description
In Floor Position Integer
In Edge Type EEdgeType Enum
In Screen Position Vector 2D Structure
In Player Index Integer
Out Found Bool
Out Return Value Tiled Level Edge Structure

GetEdgeUnderCursor
#

In/Out Name Type Description
In Floor Position Integer
In Edge Type EEdgeType Enum
In Player Index Integer
Out Found Bool
Out Return Value Tiled Level Edge Structure

GetPoint
#

In/Out Name Type Description
In WorldLocation Vector
Out Found Bool
Out Return Value Int Vector Structure

GetPointOnScreen
#

In/Out Name Type Description
In Floor Position Integer
In Screen Position Vector 2D Structure
In Player Index Integer
Out Found Bool
Out Return Value Int Vector Structure

GetPointUnderCursor
#

In/Out Name Type Description
In Floor Position Integer
In Player Index Integer
Out Found Bool
Out Return Value Int Vector Structure

Event (Delegate)
#

OnItemBuilt
#

OnItemRemoved
#

OnItemFailToBuilt
#

OnItemFailToRemove
#

OnItemRotate
#

OnAutoItemBuilt
#

OnAutoItemFailToChange
#

Data
#

Gametime Data
#