Game state that is active while gameplay is paused.
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#include <GameStateLevelPaused.h>
Inherits GameState::IGameState, and AzFramework::InputChannelEventListener.
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| AZ_CLASS_ALLOCATOR (GameStateLevelPaused, AZ::SystemAllocator) |
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| AZ_RTTI (GameStateLevelPaused, "{6CAA4810-AA67-4A96-BB23-3EFA4BCCBF12}", IGameState) |
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| GameStateLevelPaused ()=default |
| | Default constructor.
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| ~GameStateLevelPaused () override=default |
| | Default destructor.
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void | OnPushed () override |
| | GameState::GameState::OnPushed
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void | OnPopped () override |
| | GameState::GameState::OnPopped
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void | OnEnter () override |
| | GameState::GameState::OnEnter
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void | OnExit () override |
| | GameState::GameState::OnExit
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AZ::s32 | GetPriority () const override |
| | AzFramework::InputChannelEventListener::GetPriority
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bool | OnInputChannelEventFiltered (const AzFramework::InputChannel &inputChannel) override |
| | AzFramework::InputChannelEventListener::OnInputChannelEventFiltered
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| virtual void | LoadPauseMenuCanvas () |
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virtual void | UnloadPauseMenuCanvas () |
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virtual void | SetPauseMenuCanvasDrawOrder () |
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virtual const char * | GetPauseMenuCanvasAssetPath () |
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| virtual void | PauseGame () |
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virtual void | UnpauseGame () |
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AZ::EntityId | m_pauseMenuCanvasEntityId |
| | Id of the UI canvas being displayed.
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Game state that is active while gameplay is paused.
◆ LoadPauseMenuCanvas()
| void GameStateSamples::GameStateLevelPaused::LoadPauseMenuCanvas |
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inlineprotectedvirtual |
Convenience functions to load and unload the pause menu UI canvas.
◆ PauseGame()
| void GameStateSamples::GameStateLevelPaused::PauseGame |
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inlineprotectedvirtual |
Convenience functions to pause and unpause the game.
The documentation for this class was generated from the following files:
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelPaused.h
- Gems/GameStateSamples/Code/Include/GameStateSamples/GameStateLevelPaused.inl