class
cScenarioPlayMode
Base classes
- class App::IUnmanagedMessageListener
- Same as App::
IMessageListener, but this one does not use ref-counting. - class DefaultRefCounted
- The default implementation of a reference counted class.
Public static functions
- static auto RemoveInvisibleClasses() -> void
- Removes objects that are supposed to be invisible during the current act.
- static auto ReadScenarioTuning() -> void
Public functions
- auto Initialize() -> void
- Called when starting the adventure in Play Mode.
- auto SetCurrentAct(int actIndex, bool = false) -> void
- Sets the current act index of the active adventure.
- auto JumpToAct(int actIndex) -> void
- Skips the adventure up to the given act index.
- auto SetState(ScenarioPlayModeState state) -> void
- Sets the active state of the adventure.
- auto UpdateGoals() -> bool
- Updates the current, active goals of the adventure.
- auto Update(int deltaTime) -> void
- Update function of the adventure.
- auto CompleteAct() -> void
- Completes the act, then moves the adventure into the next act. If in the last act, the adventure completes.
- auto CheckGoalProgress() -> void
- Called by Update(). Checks if the current goals are clearable or not.
Public variables
- cScenarioPlaySummary mSummary
- eastl::string16 mFailReason
- eastl::vector<cScenarioPlayModeGoal> mCurrentGoals
- Goals for the current act.
- int field_78
-
App::
MessageListenerData mMessageListenerData - ScenarioPlayModeState mCurrentPlayModeState
- Current state of the adventure play mode.
- int mCurrentEndCinematicState
- Controls what state the ending cinematic of the adventure is in. Set to 0 when ending procedure begins, 1 when cinematic activates, and 2 after player leaves the cinematic sequence.
- Clock mCinematicDelay
- The clock activates when mCurrentEndCinematicState is set to 0. It counts up to around 2000 units (milliseconds), after which the ending cinematic activates and mCurrentEndCinematicState is set to 1.
- int field_B0
- int field_B4
- int mCurrentActIndex
- Index of the current act (0 is first act, 1 is second, etc)
- long mTimeLimitMS
- Time limit of the current act, in milliseconds (negative number if no time limit)
- int mCurrentTimeMS
- The playtime of the current adventure in milliseconds.
- int mAdventurePoints
- The amount of Spore points the captain is rewarded at the end of a successful adventure.
- int field_C8
- int field_CC
- int field_D0
- int mCurrentDialogBoxIndex
- Index of the dialog box being displayed during talk-to goal cinematic (-1 is the initial fade-in + creature greeting animation, 0 is first dialog box, 1 is second etc.)
- int field_D8
- float mDistanceToClosestMoveToTarget
- Used for move-to goals. Distance of the nearest target to the player.
-
Math::
Vector3 mMoveToGoalLocation - Coordinates of the move-to goal target's location.
- bool field_EC
-
Audio::
AudioTrack mMusicTrack -
uint32_
t mCurrentMusicId - float mIntroFadeinTimer
- The duration the captain fade-in effect is active during intro cutscene. Counts down to 0.
- bool mIsIntroFadeinActive
- Set to true when mIntroFadeinTimer begins counting. Set to false when mIntroBeamdownTimer is less than or equal to 0.
- bool mIsAdventureActive
- Initially set to false but set to true when adventure begins.
- int field_100
Function documentation
Variable documentation
ScenarioPlayModeState Simulator:: cScenarioPlayMode:: mCurrentPlayModeState
Current state of the adventure play mode.
0 is pre-init in editor play mode, 1 is intro, 2 seems to be pre-init in quick-play, 3 is gameplay, 5 is adventure completed and 6 is adventure failed (death or failed/invalid goals)
int Simulator:: cScenarioPlayMode:: mCurrentTimeMS
The playtime of the current adventure in milliseconds.
It pauses counting when the game is paused, and it records its count to display it at the results screen. If the adventure is shared, it will also be sent to the adventure's high scores in the Spore servers if the player is logged in.