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Mortar Pro Plugin
Version 3
Modular Turret Plugin
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#include <MortarProPoolableActor.h>
Inheritance diagram for AMortarProPoolableActor:
Collaboration diagram for AMortarProPoolableActor:Public Member Functions | |
| AMortarProPoolableActor () | |
| virtual void | DeActivateActor () |
| virtual void | ReActivateActor () |
| virtual void | SetDeactivateSpan (const float &Time) |
Public Attributes | |
| FMortarProActorActivated | BeginActivation |
| FMortarProActorDeactivated | BeginDeactivation |
| float | DeactivateSpan = 10.f |
Protected Member Functions | |
| 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 | |
| uint32 | bIsActorActivated: 1 |
Private Attributes | |
| FTimerHandle | DeactivateTimerHandle |
| class UMortarProPoolSubsystem * | PoolingSubSystem { nullptr } |
Poolable Actor class that can be pooled using Resource Manager.' NOTE Don't Destory the actor. Life Span should be controlled by Setting DeactivateSpan
| AMortarProPoolableActor::AMortarProPoolableActor | ( | ) |
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overrideprotectedvirtual |
Called when the game starts or when spawned
Reimplemented in AMortarProPhysicalProjectile.
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protectedvirtual |
Clears All Timers of the Actors. Also Called on deactivation
Reimplemented in AMortarProBeamProjectile, AMortarProLineTraceProjectile, AMortarProMineProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.
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virtual |
Function to DeActivate Actor. Note That it doesn't delete actor. This function clears timers,deactivates components and resets variables.
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protectedvirtual |
Enables/Disables All Components.This is also called when reactivating/deactivating actor for reusability
| [in] | bEnable | boolean flag true to Enable and false to Disable Components |
Reimplemented in AMortarProBeamProjectile, AMortarProLineTraceProjectile, and AMortarProPhysicalProjectile.
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overrideprotectedvirtual |
Function Called on when actor is about get get destoryed
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protectedvirtual |
Initializes All local Parameter before spawning. This is also called when reactivating actor for reusability
Reimplemented in AMortarProBaseProjectile, AMortarProBeamProjectile, AMortarProMineProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.
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virtual |
Function to ReActivate Actor so that it can be reused in a level This function activates intial timers,activates components.
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virtual |
Deativates Actor after Time in Seconds
| [in] | Time | time in seconds after which the actor will be deactivated |
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protectedvirtual |
Start Timer Before Reusing of actor
| FMortarProActorActivated AMortarProPoolableActor::BeginActivation |
Blueprint Event which is called when Actor is Activated
| FMortarProActorDeactivated AMortarProPoolableActor::BeginDeactivation |
Blueprint Event which is called when Actor is Deactivated
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protected |
Tells whether the actor is activated or not
| float AMortarProPoolableActor::DeactivateSpan = 10.f |
Deactivate Time after which the pooled actor will be deactivated. User should not be able to change intialLifeSpan from editor and one should not Deactivate Span should be used.
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private |
Handle For Deactivation Timer Handle
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private |
Pooling Subsystem Reference.