Mortar Pro Plugin  Version 2
Modular Turret Plugin
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AMortarProPoolableActor Class Reference

#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 UMortarProPoolSubsystemPoolingSubSystem { nullptr }
 

Detailed Description

Poolable Actor class that can be pooled using Resource Manager.' NOTE Don't Destory the actor. Life Span should be controlled by Setting DeactivateSpan

Constructor & Destructor Documentation

◆ AMortarProPoolableActor()

AMortarProPoolableActor::AMortarProPoolableActor ( )

Member Function Documentation

◆ BeginPlay()

virtual void AMortarProPoolableActor::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned

Reimplemented in AMortarProPhysicalProjectile.

◆ ClearTimers()

virtual void AMortarProPoolableActor::ClearTimers ( )
protectedvirtual

Clears All Timers of the Actors. Also Called on deactivation

Reimplemented in AMortarProBeamProjectile, AMortarProLineTraceProjectile, AMortarProMineProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.

◆ DeActivateActor()

virtual void AMortarProPoolableActor::DeActivateActor ( )
virtual

Function to DeActivate Actor. Note That it doesn't delete actor. This function clears timers,deactivates components and resets variables.

◆ EnableComponents()

virtual void AMortarProPoolableActor::EnableComponents ( const bool &  bEnable)
protectedvirtual

Enables/Disables All Components.This is also called when reactivating/deactivating actor for reusability

Parameters
[in]bEnableboolean flag true to Enable and false to Disable Components

Reimplemented in AMortarProBeamProjectile, AMortarProLineTraceProjectile, and AMortarProPhysicalProjectile.

◆ EndPlay()

virtual void AMortarProPoolableActor::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overrideprotectedvirtual

Function Called on when actor is about get get destoryed

◆ InitializeBeforeSpawnParam()

virtual void AMortarProPoolableActor::InitializeBeforeSpawnParam ( )
protectedvirtual

Initializes All local Parameter before spawning. This is also called when reactivating actor for reusability

Reimplemented in AMortarProBaseProjectile, AMortarProBeamProjectile, AMortarProMineProjectile, AMortarProPhysicalProjectile, and AMortarProSplitProjectile.

◆ ReActivateActor()

virtual void AMortarProPoolableActor::ReActivateActor ( )
virtual

Function to ReActivate Actor so that it can be reused in a level This function activates intial timers,activates components.

◆ SetDeactivateSpan()

virtual void AMortarProPoolableActor::SetDeactivateSpan ( const float &  Time)
virtual

Deativates Actor after Time in Seconds

Parameters
[in]Timetime in seconds after which the actor will be deactivated

◆ StartTimers()

virtual void AMortarProPoolableActor::StartTimers ( )
protectedvirtual

Start Timer Before Reusing of actor

Member Data Documentation

◆ BeginActivation

FMortarProActorActivated AMortarProPoolableActor::BeginActivation

Blueprint Event which is called when Actor is Activated

◆ BeginDeactivation

FMortarProActorDeactivated AMortarProPoolableActor::BeginDeactivation

Blueprint Event which is called when Actor is Deactivated

◆ bIsActorActivated

uint32 AMortarProPoolableActor::bIsActorActivated
protected

Tells whether the actor is activated or not

◆ DeactivateSpan

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.

◆ DeactivateTimerHandle

FTimerHandle AMortarProPoolableActor::DeactivateTimerHandle
private

Handle For Deactivation Timer Handle

◆ PoolingSubSystem

class UMortarProPoolSubsystem* AMortarProPoolableActor::PoolingSubSystem { nullptr }
private

Pooling Subsystem Reference.


The documentation for this class was generated from the following file: