godot-cpp-utils-docs/html/classutils_1_1GameMode.html

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<div id="projectbrief">A collection of utility classes, functions and macros for use with Godot and GDExtension.</div>
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<li class="navelem"><b>utils</b></li><li class="navelem"><a class="el" href="classutils_1_1GameMode.html">GameMode</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pri-methods">Private Member Functions</a> &#124;
<a href="#pri-static-methods">Static Private Member Functions</a> &#124;
<a href="#pri-attribs">Private Attributes</a> &#124;
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<div class="headertitle"><div class="title">utils::GameMode Class Reference</div></div>
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<p>Stores session-relevant data.
<a href="classutils_1_1GameMode.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="game__mode_8hpp_source.html">game_mode.hpp</a>&gt;</code></p>
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Inheritance diagram for utils::GameMode:</div>
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Public Member Functions</h2></td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>_begin</b> ()</td></tr>
<tr class="memdesc:aa1b190a57e4106951a559301665739ec"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the match begins. <br /></td></tr>
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<tr class="memitem:ae69ff36bf1c3f60fad279e9991ca2d82"><td class="memItemLeft" align="right" valign="top"><a id="ae69ff36bf1c3f60fad279e9991ca2d82" name="ae69ff36bf1c3f60fad279e9991ca2d82"></a>
virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>_end</b> ()</td></tr>
<tr class="memdesc:ae69ff36bf1c3f60fad279e9991ca2d82"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the match is ending. <br /></td></tr>
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<tr class="memitem:aaeddac05bf7ddc1ea1a2b55c55ed5015"><td class="memItemLeft" align="right" valign="top"><a id="aaeddac05bf7ddc1ea1a2b55c55ed5015" name="aaeddac05bf7ddc1ea1a2b55c55ed5015"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>set_player_scene</b> (gd::Ref&lt; gd::PackedScene &gt; scene)</td></tr>
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gd::Ref&lt; gd::PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>get_player_scene</b> () const</td></tr>
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Private Member Functions</h2></td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><b>GDCLASS</b> (<a class="el" href="classutils_1_1GameMode.html">GameMode</a>, gd::Resource)</td></tr>
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Static Private Member Functions</h2></td></tr>
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static void&#160;</td><td class="memItemRight" valign="bottom"><b>_bind_methods</b> ()</td></tr>
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Private Attributes</h2></td></tr>
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gd::Ref&lt; gd::PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>player_scene</b> {}</td></tr>
<tr class="memdesc:a7e7258b38b17cde56ba9b130bbaf9908"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate when spawning a player. <br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Stores session-relevant data. </p>
<p>Contains any data that is only needed for the duration of the current session/match. Use <a class="el" href="classutils_1_1GameState.html" title="Parent class for saved game state.">GameState</a> instead if you want data to be saved between sessions. Will be destroyed when a level is loaded that does not match the same game mode class. </p>
</div><hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="game__mode_8hpp_source.html">game_mode.hpp</a></li>
<li>game_mode.cpp</li>
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