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Mortar Pro Plugin
Version 2
Modular Turret Plugin
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#include <MortarProBaseProjectile.h>
Public Member Functions | |
void | BPOnImpactEvent () |
virtual float | GetProjectileSpeed () |
virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) |
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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) |
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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 |
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uint32 | bIsActorActivated: 1 |
Additional Inherited Members | |
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FMortarProActorActivated | BeginActivation |
FMortarProActorDeactivated | BeginDeactivation |
float | DeactivateSpan = 10.f |
Base Class for Projectile class Derived from PoolableActor class. Projectiles should be derived from this
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 |
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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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protected |
Reference for target Actor
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protected |
Particle System That will be emitted on impact This system can be different for each physical surface
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protected |
Sound Played on Particle Hit. Will be different for each surface