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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
StudyFramework Plugin
Commits
0a5d33ad
Commit
0a5d33ad
authored
Dec 4, 2023
by
Jonathan Ehret
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show map loading in status when appropriate
parent
782378ee
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Source/StudyFrameworkPlugin/Private/HUD/SFFadeHandler.cpp
+4
-3
4 additions, 3 deletions
Source/StudyFrameworkPlugin/Private/HUD/SFFadeHandler.cpp
with
4 additions
and
3 deletions
Source/StudyFrameworkPlugin/Private/HUD/SFFadeHandler.cpp
+
4
−
3
View file @
0a5d33ad
...
...
@@ -49,15 +49,16 @@ void USFFadeHandler::Tick()
case
EFadeState
::
FadingOut
:
if
(
!
NewLevelName
.
IsEmpty
())
{
FSFLoggingUtils
::
Log
(
"[USFFadeHandler::Tick()]: Opening
Level
now"
,
false
);
FSFLoggingUtils
::
Log
(
"[USFFadeHandler::Tick()]: Opening
Map
now"
,
false
);
UGameplayStatics
::
OpenLevel
(
GameInstance
->
GetWorld
(),
*
NewLevelName
,
false
);
SetTimerForNextTick
();
FadeState
=
EFadeState
::
WaitForLevelLoaded
;
GameInstance
->
UpdateHUD
(
"Loading Map"
);
}
else
if
(
USF
GameInstance
::
Get
()
->
HasEnded
())
else
if
(
GameInstance
->
HasEnded
())
{
//we quit the game
UKismetSystemLibrary
::
QuitGame
(
USF
GameInstance
::
Get
()
->
GetWorld
(),
nullptr
,
EQuitPreference
::
Quit
,
false
);
UKismetSystemLibrary
::
QuitGame
(
GameInstance
->
GetWorld
(),
nullptr
,
EQuitPreference
::
Quit
,
false
);
}
//else just do nothing so we stay faded out NewLevelName=="" is the case for a simple FadeOut()
break
;
...
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