void UGameViewportClient::DrawTransition(UCanvas
*
Canvas)
{
if
(bSuppressTransitionMessage
=
=
false)
{
switch (GetOuterUEngine()
-
>TransitionType)
{
case ETransitionType::Loading:
DrawTransitionMessage(Canvas, NSLOCTEXT(
"GameViewportClient"
,
"LoadingMessage"
,
"LOADING"
).ToString());
break
;
case ETransitionType::Saving:
DrawTransitionMessage(Canvas, NSLOCTEXT(
"GameViewportClient"
,
"SavingMessage"
,
"SAVING"
).ToString());
break
;
case ETransitionType::Connecting:
DrawTransitionMessage(Canvas, NSLOCTEXT(
"GameViewportClient"
,
"ConnectingMessage"
,
"CONNECTING"
).ToString());
break
;
case ETransitionType::Precaching:
DrawTransitionMessage(Canvas, NSLOCTEXT(
"GameViewportClient"
,
"PrecachingMessage"
,
"PRECACHING"
).ToString());
break
;
case ETransitionType::Paused:
DrawTransitionMessage(Canvas, NSLOCTEXT(
"GameViewportClient"
,
"PausedMessage"
,
"PAUSED"
).ToString());
break
;
case ETransitionType::WaitingToConnect:
DrawTransitionMessage(Canvas, TEXT(
"Waiting to connect..."
));
/
/
Temp
-
localization of the FString messages
is
broke atm. Loc this when its fixed.
break
;
}
}
}