#include <MortarProSplitProjectile.h>
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| | AMortarProSplitProjectile () |
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| void | BPBeforeProjectileSplit () |
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| float | GetChildProjectileSpacing () const |
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| float | GetPercentTimeToSplitProjectile () const |
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| void | GetSplitProjectileActor (TSubclassOf< class AActor > &Class) const |
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| int32 | GetSplitProjectilesCount () const |
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| void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) override |
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| void | SetChildProjectileSpacing (const float &Spacing) |
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| void | SetPercentTimeToSplitProjectile (const float &Delay) |
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| void | SetSplitProjectileActor (const TSubclassOf< class AActor > &Class) |
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| void | SetSplitProjectilesCount (const int32 &Count) |
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| | AMortarProPhysicalProjectile () |
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| bool | GetDynamicDeactivateSpan () const |
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| float | GetInitialHomingTargetDelayPercent () const |
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| float | GetMaxRandomMotionAngle () const |
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| void | GetMinMaxHomingAcceleration (double &OutMinAcceleration, double &OutMaxAcceleration) const |
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| float | GetProjectileSpeed () |
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| virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) override |
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| void | SetDynamicDeactivateSpan (const bool &bIsDynamic) |
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| void | SetInitialHomingTargetDelayPercent (const float &DelayPercent) |
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| void | SetMaxRandomMotionAngle (const float &Angle) |
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| void | SetMinMaxHomingAcceleration (const double &MinAcceleration, const double &MaxAcceleration) |
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| void | BPOnImpactEvent () |
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| virtual float | GetProjectileSpeed () |
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| 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)) |
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| virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) |
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| | AMortarProPoolableActor () |
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| virtual void | DeActivateActor () |
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| virtual void | ReActivateActor () |
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| virtual void | SetDeactivateSpan (const float &Time) |
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Projectile class for physical actors which splits into multiple projectile. Inherits all behavior from AMortarProPhysicalProjectile.
◆ AMortarProSplitProjectile()
| AMortarProSplitProjectile::AMortarProSplitProjectile |
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◆ BPBeforeProjectileSplit()
| void AMortarProSplitProjectile::BPBeforeProjectileSplit |
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Function called Just Before Splitting a projectile into children. Can be handled in Bluueprint
◆ ClearTimers()
| virtual void AMortarProSplitProjectile::ClearTimers |
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overrideprotectedvirtual |
◆ GetChildProjectileSpacing()
| float AMortarProSplitProjectile::GetChildProjectileSpacing |
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const |
Getter Function To get Spacing BEtween each child projectile
- Returns
- Spacing between each child as float
◆ GetPercentTimeToSplitProjectile()
| float AMortarProSplitProjectile::GetPercentTimeToSplitProjectile |
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const |
Getter Function To get Delay Percentage after which current projectile will be split
- Returns
- Time percentage denoting delay after projectile will split in float. if 100 percent delay means the projectile will split when it has reached 100 percent of the target if 50 then is in middle when the projectiles will be split
◆ GetSplitProjectileActor()
| void AMortarProSplitProjectile::GetSplitProjectileActor |
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TSubclassOf< class AActor > & |
Class | ) |
const |
Getter Function To get Class of split projectile
- Parameters
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| [out] | Class | denoting class of projectile that will be spawned |
◆ GetSplitProjectilesCount()
| int32 AMortarProSplitProjectile::GetSplitProjectilesCount |
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const |
Getter Function To get Set Split Count telling how many projectiles will get spawned from current
- Returns
- Total count of actors in integer
◆ InitializeBeforeSpawnParam()
| virtual void AMortarProSplitProjectile::InitializeBeforeSpawnParam |
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overrideprotectedvirtual |
Initializes All local Parameter before spawning. This is also called when reactivating actor for reusability
Reimplemented from AMortarProPhysicalProjectile.
◆ IsInLineOfSight()
| bool AMortarProSplitProjectile::IsInLineOfSight |
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const AActor * |
Target | ) |
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private |
◆ SetAfterSpawnParam()
◆ SetChildProjectileSpacing()
| void AMortarProSplitProjectile::SetChildProjectileSpacing |
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const float & |
Spacing | ) |
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Function to Set Spacing between each children
- Parameters
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| [in] | Spacing | Spacing between each child projectile |
◆ SetPercentTimeToSplitProjectile()
| void AMortarProSplitProjectile::SetPercentTimeToSplitProjectile |
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const float & |
Delay | ) |
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Function to Set Delay after which current projectile will be split
- Parameters
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| [in] | Delay | Time after which to split current Projectile |
◆ SetSplitProjectileActor()
| void AMortarProSplitProjectile::SetSplitProjectileActor |
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const TSubclassOf< class AActor > & |
Class | ) |
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Function to Set Class of split projectile
- Parameters
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| [in] | Class | class of split projectile |
◆ SetSplitProjectilesCount()
| void AMortarProSplitProjectile::SetSplitProjectilesCount |
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const int32 & |
Count | ) |
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Function to Set Split Count. It tells how many particles it will split into. excluding itself
- Parameters
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| [in] | Count | Number of Extra Projectiles that will be spawned |
◆ SpawnProjectile()
| void AMortarProSplitProjectile::SpawnProjectile |
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AActor * |
TargetActor, |
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int32 |
ChildNo |
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) |
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private |
Timer Function For Spawning Projectile param[in] TargetActor Target to hit param[in] ChildNo Child Projectile number spawned starting from 0. Each Child Projectile will be spawned with an offset defined by ChildProjectileSpacing
◆ SplitProjectilesTimer()
| void AMortarProSplitProjectile::SplitProjectilesTimer |
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private |
Function TO call to spawn sub child.We will do a sphere trace by sight To Detect Other Targets
◆ bDrawSpawnDebugSphere
| uint32 AMortarProSplitProjectile::bDrawSpawnDebugSphere |
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protected |
Whether To Draw Debug Sphere where child projectiles will be spawned
◆ bDrawTargetDebugSphere
| uint32 AMortarProSplitProjectile::bDrawTargetDebugSphere |
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protected |
Whether To Draw Debug Sphere at other targets while tracing new targets when splitting
◆ ChildProjectileSpacing
| float AMortarProSplitProjectile::ChildProjectileSpacing = 50.0f |
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protected |
Maximum SPacing Between Child Projectiles
◆ ChildProjectileSpacingAxis
| FVector AMortarProSplitProjectile::ChildProjectileSpacingAxis = FVector(1, 0, 0) |
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protected |
Axis of Child Spacing. By Default The Child projectiles will get spawnwed in x direction behind the parent projectile
◆ DrawSpawnDebugSphereDuration
| float AMortarProSplitProjectile::DrawSpawnDebugSphereDuration = 1.f |
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protected |
Duration of Draw sphere for child projectiles that will be spawned.
◆ DrawTargetDebugSphereDuration
| float AMortarProSplitProjectile::DrawTargetDebugSphereDuration = 3.f |
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protected |
Duration of Draw sphere for target debug Sphere
◆ PercentTimeToSplitProjectile
| float AMortarProSplitProjectile::PercentTimeToSplitProjectile = 50.0f |
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protected |
Delay Percent after which extra projectile will be spawned. 100 percent delay means the projectile will split when it has reached 100 percent of the target 50 means if it has covered 50 percent of the distance and needs to cover 50 more then split the projectile
◆ SplitProjectileClass
| TSubclassOf<class AActor> AMortarProSplitProjectile::SplitProjectileClass |
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protected |
Type of Projectiles to spawn after split
◆ SplitProjectilesCount
| int32 AMortarProSplitProjectile::SplitProjectilesCount = 3 |
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protected |
How many projectile to split into
◆ SplitProjectilesTimerHandler
| FTimerHandle AMortarProSplitProjectile::SplitProjectilesTimerHandler |
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private |
Handle for Splitting Projectile
◆ TimeToSplitProjectile
| float AMortarProSplitProjectile::TimeToSplitProjectile = 0.f |
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private |
Time after which the projectiles will be split. This gets calculated on the basis of percetage provided
The documentation for this class was generated from the following file:
- Public/Projectiles/MortarProSplitProjectile.h