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Mortar Pro Plugin
Version 3
Modular Turret Plugin
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#include <MortarProBaseProjectile.h>
Inheritance diagram for AMortarProBaseProjectile:
Collaboration diagram for AMortarProBaseProjectile:Public Member Functions | |
| void | BPOnImpactEvent () |
| virtual float | GetProjectileSpeed () |
| void | SetAfterSpawnBP (AActor *TargetToShoot, TArray< AActor * >SecondaryTargets, class UMortarProPoolSubsystem *PoolingSystem, bool bCanSplit=true, bool bGravityEnabled=false, FVector RandomOffset=FVector(0, 0, 0), FVector TargetPredictedPosition=FVector(0, 0, 0)) |
| virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) |
Public Member Functions inherited from AMortarProPoolableActor | |
| AMortarProPoolableActor () | |
| virtual void | DeActivateActor () |
| virtual void | ReActivateActor () |
| virtual void | SetDeactivateSpan (const float &Time) |
Protected Member Functions | |
| float | GetDamageAsPerSurface (const EPhysicalSurface &SurfaceType) |
| virtual void | InitializeBeforeSpawnParam () override |
| void | PlayImpactSoundAndParticleEffectForSurface (const EPhysicalSurface &SurfaceType, const FVector &Location) |
Protected Member Functions inherited from AMortarProPoolableActor | |
| virtual void | BeginPlay () override |
| virtual void | ClearTimers () |
| virtual void | EnableComponents (const bool &bEnable) |
| virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
| virtual void | InitializeBeforeSpawnParam () |
| virtual void | StartTimers () |
Protected Attributes | |
| TMap< TEnumAsByte< EPhysicalSurface >, float > | DamageAsPerSurface |
| FMortarProAfterSpawnParam | MortarAfterSpawnParam |
| TMap< TEnumAsByte< EPhysicalSurface >, class UNiagaraSystem * > | NiagaraSurfaceImpact |
| TMap< TEnumAsByte< EPhysicalSurface >, class USoundBase * > | SurfaceImpactSound |
Protected Attributes inherited from AMortarProPoolableActor | |
| uint32 | bIsActorActivated: 1 |
Additional Inherited Members | |
Public Attributes inherited from AMortarProPoolableActor | |
| FMortarProActorActivated | BeginActivation |
| FMortarProActorDeactivated | BeginDeactivation |
| float | DeactivateSpan = 10.f |
Base Class for Projectile class Derived from PoolableActor class. Projectiles should be derived from this For Highly Performant Projectile Prefer Projectiles of type MortarProBulletHellManager
| void AMortarProBaseProjectile::BPOnImpactEvent | ( | ) |
Event Called On impact This is a blueprintImplementableEvent which has to be used in blueprint
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protected |
Gets Damage Per Surface Type.
| [in] | SurfaceType | Type of Surface that can be set in project settings |
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inlinevirtual |
Gets Projectile Speed
Reimplemented in AMortarProPhysicalProjectile, and AMortarProLineTraceProjectile.
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overrideprotectedvirtual |
Initializes All local Parameter before spawning. This is also called when reactivating actor for reusability
Reimplemented from AMortarProPoolableActor.
Reimplemented in AMortarProBeamProjectile, AMortarProMineProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.
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protected |
Plays Hit impact particle effect and sound for the mentioned surface
| [in] | SurfaceType | Type of Surface that can be set in project settings |
| [in] | Location | Place at which we will spawn niagara effect and sound |
| void AMortarProBaseProjectile::SetAfterSpawnBP | ( | AActor * | TargetToShoot, |
| TArray< AActor * > | SecondaryTargets, | ||
| class UMortarProPoolSubsystem * | PoolingSystem, | ||
| bool | bCanSplit = true, |
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| bool | bGravityEnabled = false, |
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| FVector | RandomOffset = FVector(0, 0, 0), |
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| FVector | TargetPredictedPosition = FVector(0, 0, 0) |
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| ) |
Sets After Spawn paramer from BP
| [in] | TargetToShoot | Target Actor at whic we are shooting |
| [in] | SecondaryTargets | Secondary target which are detected. Used in split Missile |
| [in] | PoolingSystem | Reference to Pooling System |
| [in] | bCanSplit | Tells if Projectiles can split |
| [in] | bGravityEnabled | Tells if gravity is involved |
| [in] | RandomOffset | Random Offset to apply while shooting |
| [in] | TargetPredictedPosition | Predicted Position for Target. By default it is equal to detected target location |
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virtual |
Initializes Projectile params
| [in] | AfterSpawnParam | Parameters to Set After Spawning |
Reimplemented in AMortarProBeamProjectile, AMortarProLineTraceProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.
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protected |
Damage Per Surface
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Reference for target Actor
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Particle System That will be emitted on impact This system can be different for each physical surface
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Sound Played on Particle Hit. Will be different for each surface