87 lines
2.8 KiB
C++
Executable file
87 lines
2.8 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "Templates/SubclassOf.h"
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#include "DSTelemetryWrapper.generated.h"
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class AActor;
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class AFSDPlayerController;
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class APlayerCharacter;
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class APlayerController;
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class UDSTelemetry;
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class UGeneratedMission;
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class USeasonChallenge;
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UCLASS(Blueprintable)
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class UDSTelemetryWrapper : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UDSTelemetry* Telemetry;
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public:
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UDSTelemetryWrapper();
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UFUNCTION(BlueprintCallable)
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void RecordTreeOfVanityClaim(int32 NodeID);
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UFUNCTION(BlueprintCallable)
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void RecordSpecialEventHappening(const FString& EventName, bool SuccessfullySpawned);
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UFUNCTION(BlueprintCallable)
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void RecordSeasonXpGained(int32 Gained, int32 LastLevel, bool Positive);
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UFUNCTION(BlueprintCallable)
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void RecordSeasonLevelUp();
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UFUNCTION(BlueprintCallable)
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void RecordSeasonChallengeReroll(int32 ChallengeIndex, USeasonChallenge* Challenge);
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UFUNCTION(BlueprintCallable)
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void RecordOpenScreen(const FString& ScreenName, bool RecordRank);
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UFUNCTION(BlueprintCallable)
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void RecordMissionStart();
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UFUNCTION(BlueprintCallable)
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void RecordMissionEnd(int32 XPReward, int32 CreditReward);
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UFUNCTION(BlueprintCallable)
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void RecordMachineEventEnd(const FString& EventName, bool WasCompleted, int32 completionTime);
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UFUNCTION(BlueprintCallable)
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void RecordKickPlayer(const FString& reason, APlayerController* KickedPlayer);
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UFUNCTION(BlueprintCallable)
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void RecordDeepDiveStageEnd(const FString& MissionName, int32 StageTime, int32 TimeSinceStartOfDive, int32 TotalTime, int32 NitraLeft);
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UFUNCTION(BlueprintCallable)
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void RecordContinuousDamage(AActor* DamageCauser);
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UFUNCTION(BlueprintCallable)
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void RecordCommunityEvents(const FString& EventCategory, const FString& EventAction, const FString& EventLabel, const int32 EventValue);
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UFUNCTION(BlueprintCallable)
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void RecordBossFightEnd(const FString& BossName, bool WasBossKilled, int32 NumBossKills);
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private:
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UFUNCTION(BlueprintCallable)
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void OnNewProceduralSetup();
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UFUNCTION(BlueprintCallable)
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void OnNewPlayer(AFSDPlayerController* Controller);
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UFUNCTION(BlueprintCallable)
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void OnNewMission(UGeneratedMission* mission);
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UFUNCTION(BlueprintCallable)
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void OnNewCharacter();
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UFUNCTION(BlueprintCallable)
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void OnCharacterSaveChanged(TSubclassOf<APlayerCharacter> CharacterClass, int32 Level, float Progress);
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UFUNCTION(BlueprintCallable)
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void OnCharacterPromoted(TSubclassOf<APlayerCharacter> CharacterClass, int32 RetirementCount);
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};
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