Example #1
0
// Called when the game starts or when spawned
void AMyPawnCpp::BeginPlay()
{
	Super::BeginPlay();

	UpdateTimerDisplay();
	GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &AMyPawnCpp::AdvanceTimer, 1.0f, true);
}
// Called when the game starts or when spawned
void ACountDown::BeginPlay()
{
	Super::BeginPlay();
	
	//Tutorial
	UpdateTimerDisplay();
	GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountDown::AdvanceTimer, 1.0f, true);

}
void ACountDown::AdvanceTimer()
{
	--CountdownTime;
	UpdateTimerDisplay();
	if (CountdownTime < 1)
	{
		// We are done cutting down, so stop running the timer.
		GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
		CountdownHasFinished();
	}
}
Example #4
0
void ACountdown::AdvanceTimer()
{
	--CountdownTime;
	UpdateTimerDisplay();
	if (CountdownTime < 1)
	{
		// We're done counting down, so stop running the timer.
		GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
		// Perform any special actions we want to do when the timer ends.
		CountdownHasFinished();
	}
}
Example #5
0
// Called when the game starts or when spawned
void ACountdown::BeginPlay()
{
	Super::BeginPlay();

	UpdateTimerDisplay();
	GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);

	UE_LOG(QuickStart, Log, TEXT("ACountdown::BeginPlay()"));
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Blue, "ACountdown::BeginPlay()");
	}
}