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fixed formatting
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Khodrin committed Sep 10, 2024
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46 changes: 24 additions & 22 deletions docs/cck/components/Game Instance Controller.md
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Expand Up @@ -3,20 +3,21 @@ Adding this component enables team based gamemodes in your world.

### Teams
Teams can have their own properties and events per Team.

+ **Team Properties**
- **Index:** The order the Team is in the list of other Teams.
- **Name:** The Name of the Team.
- **Color:** The Color associated with the Team.
- **Player Limit** The maximum amount of players that can be present in the Team.
- **Starting Score:** This is the score the Team will have at the start of a game.
- **Index:** The order the Team is in the list of other Teams.
- **Name:** The Name of the Team.
- **Color:** The Color associated with the Team.
- **Player Limit** The maximum amount of players that can be present in the Team.
- **Starting Score:** This is the score the Team will have at the start of a game.
+ **Team Events**
- Team Events are Hooks that are controlled by the Team.
* **Team Joined Event:** This is triggered when the player joins the Team.
* **Team Leave Event:** This is triggered when the player leaves the Team.
* **Team Win Round Event:** This is triggered when the Team wins the current round of a game.
* **Team Win Game Event:** This is triggered when the Team wins the game.
* **Team Member Ready Event:** This is triggered when the player marks themselves as ready.
* **Team Member Un Ready Event:** This is triggered when the player marks themselves as not ready, after marking themselves as ready.
- Team Events are Hooks that are controlled by the Team.
* **Team Joined Event:** This is triggered when the player joins the Team.
* **Team Leave Event:** This is triggered when the player leaves the Team.
* **Team Win Round Event:** This is triggered when the Team wins the current round of a game.
* **Team Win Game Event:** This is triggered when the Team wins the game.
* **Team Member Ready Event:** This is triggered when the player marks themselves as ready.
* **Team Member Un Ready Event:** This is triggered when the player marks themselves as not ready, after marking themselves as ready.

### Properties
These are properties that control all teams and game conditions.
Expand All @@ -26,18 +27,18 @@ These are properties that control all teams and game conditions.
+ **Ready Percentage** The percentage of players that need to be marked as ready before the ready timer is activated.
+ **Ready Timer** After the ready percentage has been met, this is the time in seconds before the game starts.
+ **Game Controller Type**
- **Default** Score based gamemode
- **Combat System** Elimination based gamemode
- **Default** Score based gamemode
- **Combat System** Elimination based gamemode
+ **Game Type**
- **Single** Each game is one round, as of game version 2024r176, Round Start and Round End Events will trigger alongside Game Start and Game End Events.
- **Rounds** Each game will consist of the amount of rounds specified in the Rounds To Win property.
- **Single** Each game is one round, as of game version 2024r176, Round Start and Round End Events will trigger alongside Game Start and Game End Events.
- **Rounds** Each game will consist of the amount of rounds specified in the Rounds To Win property.
+ **Rounds To Win** The amount of rounds a Team needs to win to end the game.
+ **End Condition**
- **Score** When a Team accumulates a score defined by the End Score property, the game or round will end.
- **Time** When the time in seconds defined in the End Time property is reached, the game or round will end.
- **Time or Score** When the Time or Score end condition is met, the game or round will end.
- **Elimination** A combat system only Game Type end condition. When only 1 team is remaining, the game or round will end.
- **Time or Elimination** A combat system only Game Type end condition. When the Time or Elimination end condition is met, the game or round will end.
- **Score** When a Team accumulates a score defined by the End Score property, the game or round will end.
- **Time** When the time in seconds defined in the End Time property is reached, the game or round will end.
- **Time or Score** When the Time or Score end condition is met, the game or round will end.
- **Elimination** A combat system only Game Type end condition. When only 1 team is remaining, the game or round will end.
- **Time or Elimination** A combat system only Game Type end condition. When the Time or Elimination end condition is met, the game or round will end.
+ **End Score** The score required to win a round or game.
+ **End Time** The amount of time in seconds before a round or game ends.

Expand All @@ -51,10 +52,11 @@ These are hooks that are controlled by the Game Instance Controller.

### Methods
These are methods that can be accessed using Custom Triggers in the Interactable component. These methods are important in order to use the Game Instance Controller.

+ **EnemyScore** Set the enemy score in relation to the local player.
+ **JoinTeamAutoBalance** Joins the Team with the lowest amount of players.
+ **LeaveTeam** Leaves the current team the player is in.
+ **OwnScore** Sets the score of the local player's Team.
+ **StartGame** Will start the game regardless of the Ready Percentage or Ready Time properties.
+ **ToggleReady** Will mark the local player as ready or not ready.
+ **TryJoinTeam** Will try to join the team that is defined by the Index Team Property.
+ **TryJoinTeam** Will try to join the team that is defined by the Index Team Property.

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