Mortar Pro Plugin  Version 2
Modular Turret Plugin
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UMortarProAimingComponent Class Reference

#include <MortarProAimingComponent.h>

+ Inheritance diagram for UMortarProAimingComponent:
+ Collaboration diagram for UMortarProAimingComponent:

Public Member Functions

void FireAt (const FVector &AimLocation, AActor *TargetActor, TArray< AActor * > SecondaryTargetsRef)
 
void GetAllFiringSocketsName (TArray< FName > &SocketsName) const
 
EMortarProFiringState GetCurrentState () const
 
float GetDirectionThresholdComparision () const
 
void GetFiringCountForAllSockets (TMap< FName, int32 > &PerSocketFireCount) const
 
int32 GetFiringCountForSocket (const FName &SocketName) const
 
float GetInitialIdleEventDelay () const
 
void GetProjectile (TMap< FName, FMortarProGunSocketProperties > &OutProjectiles) const
 
float GetShotsSpreadDegree () const
 
bool HasAmmo () const
 
bool HasUnlimitedAmmo () const
 
void InitializeAiming (class UMortarProTurretMeshComponent *TurretToSet, class UMortarProBarrelMeshComponent *BarrelToSet, AActor *Owner)
 
bool IsGunGravityEnabled () const
 
bool IsPredictTargetPositionEnabled () const
 
virtual void ResetAimingRunTimeParameters ()
 
void SetDirectionThresholdComparision (const float &Threshold)
 
void SetFiringLeftForAllSockets (const TMap< FName, int32 > &PerSocketFireCount)
 
void SetFiringLeftForSocket (const FName &SocketName, const int32 &InFiringLeft)
 
void SetGunGravity (const bool &bGunGravity)
 
void SetIdle ()
 
void SetInitialIdleEventDelay (const float &Delay)
 
void SetPredictTargetPosition (const bool &bEnable)
 
void SetProjectile (const TMap< FName, FMortarProGunSocketProperties > &ProjectileToSet)
 
void SetShotsSpreadDegree (const float &ShotsSpread)
 
void SetUnlimitedAmmo (const bool &bUnlimited)
 
virtual void StopComponent ()
 
 UMortarProAimingComponent ()
 

Public Attributes

FMortarProBeginAimingMovement BeginAimingMovementTowardsTarget
 
FMortarProBeginFire BeginFire
 
FMortarProBeginIdleState BeginIdleState
 
FMortarProEndAimingMovement EndAimingMovementTowardsTarget
 
FMortarProEndFiring EndFiring
 
FMortarProEndIdleState EndIdleState
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual void Fire ()
 
virtual void FireProjectile ()
 
class UMortarProPoolSubsystemGetValidSubSystem ()
 
bool IsMoving (const FVector &HitLocation)
 
virtual void SetBarrelState ()
 
virtual void StopFiring ()
 
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 

Protected Attributes

uint32 bAmmoLeft: 1
 
class UMortarProBarrelMeshComponentBarrel = nullptr
 
uint32 bEnableGunGravity: 1
 
uint32 bEnablePredictTargetPosition: 1
 
uint32 bUnlimitedAmmo: 1
 
FVector CurrentAimDirection
 
EMortarProFiringState CurrentFiringState
 
FVector CurrentHitTargetLocation
 
FVector DefaultAimLocation
 
FName DefaultSocketName
 
class USoundBase * FireSound
 
float InitialIdleEventDelay = 4.f
 
float LastFireTime = 0
 
class AActor * OwnerActor
 
FString OwnerName
 
TMap< FName, FMortarProGunSocketPropertiesProjectileSpawnSockets
 
float ShotsSpreadDegree = 2.f
 
TWeakObjectPtr< AActor > TargetActor
 
class UMortarProTurretMeshComponentTurret = nullptr
 

Private Member Functions

void CalculateAimDirection (FVector &AimDirection)
 
void CalculateTossVelocity (const float &OverrideGravityZ, const FName &SocketName)
 
bool CheckHasAmmoForAnySocket () const
 
void EmitEndMovementEvent ()
 
void ExitFromIdleState ()
 
void InitialIdleEventDelayTimer ()
 
bool MoveTowards (const FVector &HitLocation)
 
void PredictTargetPosition (FVector &OriginalTargetLocation)
 

Private Attributes

uint32 bDrawDebugTargetSphere: 1
 
uint32 bHasComponentInitialized: 1
 
uint32 bInitialIdleEventWaitApplied: 1
 
uint32 bOnEndMovementEventEmitted: 1
 
uint32 bOnStartMovementEventEmitted: 1
 
TMap< FName, FMortarProGunSocketPropertiesDefaultProjectileSpawnSockets
 
float DirectionThresholdComparision = 0.05f
 
float DistanceThreshold = 5.f
 
float DrawTargetDebugSphereDuration = 1.f
 
FTimerHandle InitialIdleEventDelayTimerHandle
 
float MinSpeedThreshold = 0.5f
 
FVector OutLaunchVelocity
 
class UMortarProPoolSubsystemPoolingSubSystem { nullptr }
 
TWeakObjectPtr< AActor > PreviousTargetActor
 
FVector PreviousTargetLocation = FVector::ZeroVector
 
float ProjectileSpeed = 0.f
 
TArray< TWeakObjectPtr< AActor > > SecondaryTargets
 
FVector TargetActorVelocity = FVector::ZeroVector
 
float TossVelocityArc = 0.75f
 
float VelocityThreshold = 5.f
 

Detailed Description

This component is responible for Aiming ,barrel and turret movement , And Firing .It is the base class of burst aiming and semi auto aiming component.

Constructor & Destructor Documentation

◆ UMortarProAimingComponent()

UMortarProAimingComponent::UMortarProAimingComponent ( )

Member Function Documentation

◆ BeginPlay()

virtual void UMortarProAimingComponent::BeginPlay ( )
overrideprotectedvirtual

Function Called when game is starting

Reimplemented in UMortarProBurstAimingComponent, and UMortarProSemiAutoAimingComponent.

◆ CalculateAimDirection()

void UMortarProAimingComponent::CalculateAimDirection ( FVector &  AimDirection)
private

Calculates Aim Direction. If Gravity is enabled it will give direction for arc else it will just return the current Aim Direction if gravity is not enabled

Parameters
[out]AimDirectionFVector type

◆ CalculateTossVelocity()

void UMortarProAimingComponent::CalculateTossVelocity ( const float &  OverrideGravityZ,
const FName &  SocketName 
)
private

Calculates Toss Velocity for gravity enabled projectiles.In case gravity is not enabled it is returned without any calculation

Parameters
[in]OverrideGravityZGravity to consider while suggesting toss velocity.
[in]SocketNameName of SOcket from which we consider firing

◆ CheckHasAmmoForAnySocket()

bool UMortarProAimingComponent::CheckHasAmmoForAnySocket ( ) const
private

Check If there is ammo for any socket left

Returns
true if ammo is there in any socket false otherwise

◆ EmitEndMovementEvent()

void UMortarProAimingComponent::EmitEndMovementEvent ( )
private

Emits End Barrel/Turret Movement event

◆ ExitFromIdleState()

void UMortarProAimingComponent::ExitFromIdleState ( )
private

Exits From Idle State by calling OnEndIdleStateEvent.if we have spawned projectile on idle event then here we want to deactivate it

◆ Fire()

virtual void UMortarProAimingComponent::Fire ( )
protectedvirtual

Function Called on each fire request. This should be defined in child classes to have custom fire behavior

Reimplemented in UMortarProBeamAimingComponent, UMortarProBurstAimingComponent, and UMortarProSemiAutoAimingComponent.

◆ FireAt()

void UMortarProAimingComponent::FireAt ( const FVector &  AimLocation,
AActor *  TargetActor,
TArray< AActor * >  SecondaryTargetsRef 
)

Checks if Mortar is able to aim and then moves mortar at the Desired Location And then Fires

Parameters
[in]AimLocationDesired Aiming Location in FVector
[in]TargetActorto hit
[in]SecondaryTargetsRefReference to secondary Targets

◆ FireProjectile()

virtual void UMortarProAimingComponent::FireProjectile ( )
protectedvirtual

Function Called to spawn a projectile actor for each socket with each projectile have it's own speed. Defined as Virtual function to override the functionality in child classes

Reimplemented in UMortarProBurstAimingComponent.

◆ GetAllFiringSocketsName()

void UMortarProAimingComponent::GetAllFiringSocketsName ( TArray< FName > &  SocketsName) const

Gets Barrel Firing Sockets Name param[out] Array of Sockets Name from which firing has tobe don

◆ GetCurrentState()

EMortarProFiringState UMortarProAimingComponent::GetCurrentState ( ) const

Gets The Current State of Gun

Returns
Enum of Firing State which can be Reloading,Aiming,Locked,OutOfAmmo,BurstFire etc

◆ GetDirectionThresholdComparision()

float UMortarProAimingComponent::GetDirectionThresholdComparision ( ) const

Gets comparision Threshold which is used to for comparing Aim Direction and Forward Vector of Gun

Returns
Threshold limit for comparing Aim Direction and Forward Vector of Gun in float

◆ GetFiringCountForAllSockets()

void UMortarProAimingComponent::GetFiringCountForAllSockets ( TMap< FName, int32 > &  PerSocketFireCount) const

Gets Total Firing Left for all sockets param[out] Map of Firing Count Which contains socket name for key and value as firing count for that socket

◆ GetFiringCountForSocket()

int32 UMortarProAimingComponent::GetFiringCountForSocket ( const FName &  SocketName) const

Gets Total Firing Left for a particular socket param[in] SocketName Name of socket for which we want firing count return FiringCount for the particular socket

◆ GetInitialIdleEventDelay()

float UMortarProAimingComponent::GetInitialIdleEventDelay ( ) const

Gets Initial Delay time(seconds) To Apply Before Going in Idle State.Idle State is when Mortar Pawn Can't find any target i.e when Fire Task Fail in Behavior Tree

Returns
Initial Delay Time in Seconds as float

◆ GetProjectile()

void UMortarProAimingComponent::GetProjectile ( TMap< FName, FMortarProGunSocketProperties > &  OutProjectiles) const

Gets Projectile class for each socket param[out] Map of SocketName to actor

◆ GetShotsSpreadDegree()

float UMortarProAimingComponent::GetShotsSpreadDegree ( ) const

Gets Shots Spread Range which is used while Firing.

Returns
Float Variable Containing Shot spread in degree

◆ GetValidSubSystem()

class UMortarProPoolSubsystem * UMortarProAimingComponent::GetValidSubSystem ( )
protected

Returns A Valid Subsystem For Pooling This also ensures that the subsystem is the blueprint one and not the cpp one return Pointer To SubSystem if valid nullptr otherwise

◆ HasAmmo()

bool UMortarProAimingComponent::HasAmmo ( ) const

Checks whether there is ammo left to fire

Returns
True if ammo is left. Also in case of unlimited ammo is on it will return true False otherwise

◆ HasUnlimitedAmmo()

bool UMortarProAimingComponent::HasUnlimitedAmmo ( ) const

Provides information whether there is limit on ammo

Returns
True if unlimited ammo that is no limit and false if limited ammo

◆ InitialIdleEventDelayTimer()

void UMortarProAimingComponent::InitialIdleEventDelayTimer ( )
private

Timer Function Called after we have applied Initial Delay. Only called once.

◆ InitializeAiming()

void UMortarProAimingComponent::InitializeAiming ( class UMortarProTurretMeshComponent TurretToSet,
class UMortarProBarrelMeshComponent BarrelToSet,
AActor *  Owner 
)

Set Barrel reference

Parameters
[in]TurretToSetReference to Turret
[in]BarrelToSetReference to Barrel
[in]OwnerReference to Owner who is having barrel and turret.

◆ IsGunGravityEnabled()

bool UMortarProAimingComponent::IsGunGravityEnabled ( ) const

Gets if Gravity is enabled while firing

Returns
true if gravity is enabled false otherwise

◆ IsMoving()

bool UMortarProAimingComponent::IsMoving ( const FVector &  HitLocation)
protected

returns true if the barrel and Turret component is moving compares the barrel/Gun forward vector with Hitlocation

Parameters
[in]HitLocationTarget which we want to aim for
Returns
True if Barrel is moving false otherwise

◆ IsPredictTargetPositionEnabled()

bool UMortarProAimingComponent::IsPredictTargetPositionEnabled ( ) const

Gets if Target Position is enabled while firing

Returns
true if enabled ,false otherwise

◆ MoveTowards()

bool UMortarProAimingComponent::MoveTowards ( const FVector &  HitLocation)
private

Moves Barrel and Turret Towards HitLocation.

Parameters
[in]HitLocationLocation at which turret has to hit the target returns true if mortar pro pawn is locked on target. False otherwise

◆ PredictTargetPosition()

void UMortarProAimingComponent::PredictTargetPosition ( FVector &  OriginalTargetLocation)
private

Predict Target Position if the target is moving

Parameters
[in]OriginalTargetLocationActual location of target

◆ ResetAimingRunTimeParameters()

virtual void UMortarProAimingComponent::ResetAimingRunTimeParameters ( )
virtual

◆ SetBarrelState()

virtual void UMortarProAimingComponent::SetBarrelState ( )
protectedvirtual

Sets Barrel State based on Gun State whether ther is ammo left/or gun is moving or is locked on target Virtual Function that needs to be defined in child class

Reimplemented in UMortarProBeamAimingComponent, UMortarProBurstAimingComponent, and UMortarProSemiAutoAimingComponent.

◆ SetDirectionThresholdComparision()

void UMortarProAimingComponent::SetDirectionThresholdComparision ( const float &  Threshold)

Sets comparision Threshold which is used to for comparing Aim Direction and Forward Vector of Gun

Parameters
[in]Thresholdlimit for comparing Aim Direction and Forward Vector of Gun in float

◆ SetFiringLeftForAllSockets()

void UMortarProAimingComponent::SetFiringLeftForAllSockets ( const TMap< FName, int32 > &  PerSocketFireCount)

Sets Firing Count for all the sockets

Parameters
[in]PerSocketFireCountCount Map Containing fire count for each socket. Key = SocketName Value = Firing Count

◆ SetFiringLeftForSocket()

void UMortarProAimingComponent::SetFiringLeftForSocket ( const FName &  SocketName,
const int32 &  InFiringLeft 
)

Sets Firing Count for a particular socket

Parameters
[in]SocketNameName of the socket for which we want to set the count
[in]InFiringLeftTotal Fire Count for the socket

◆ SetGunGravity()

void UMortarProAimingComponent::SetGunGravity ( const bool &  bGunGravity)

Sets Gravity for Gun . This only helps in taking Gravity in account while firing and doesn't enable/disable actual gravity of gun

Parameters
[in]bGunGravityGravity for GUn

◆ SetIdle()

void UMortarProAimingComponent::SetIdle ( )

Sets Position of barrel to default aim location

◆ SetInitialIdleEventDelay()

void UMortarProAimingComponent::SetInitialIdleEventDelay ( const float &  Delay)

Sets Initial Delay time(seconds) To Apply Before Going in Idle State.Idle State is when Mortar Pawn Can't find any target i.e when Fire Task Fail in Behavior Tree.

Parameters
[in]Delayfloat Variable containing delay time

◆ SetPredictTargetPosition()

void UMortarProAimingComponent::SetPredictTargetPosition ( const bool &  bEnable)

Sets whether to predict target position based on movement

Parameters
[in]bEnabletrue to enable prediction false otherwise

◆ SetProjectile()

void UMortarProAimingComponent::SetProjectile ( const TMap< FName, FMortarProGunSocketProperties > &  ProjectileToSet)

Sets Projectile Class that needs to be spawned.On special event Mortar Can have different projectile

Parameters
[in]ProjectileToSetProjectile to spawn of Class Projectile

◆ SetShotsSpreadDegree()

void UMortarProAimingComponent::SetShotsSpreadDegree ( const float &  ShotsSpread)

Sets Shots Spread Range

Parameters
[in]ShotsSpreadShots Spread In Degree

◆ SetUnlimitedAmmo()

void UMortarProAimingComponent::SetUnlimitedAmmo ( const bool &  bUnlimited)

Sets whether mortar is having unlimited ammo

Parameters
[in]bUnlimitedboolean flag true if unlimited ammo false otherwise

◆ StopComponent()

virtual void UMortarProAimingComponent::StopComponent ( )
virtual

Function called to stop Component.Stops Firing and other timers. Emits any pending events

Reimplemented in UMortarProBurstAimingComponent.

◆ StopFiring()

virtual void UMortarProAimingComponent::StopFiring ( )
protectedvirtual

Function called to stop Firing. Broadcasts EndFiring Event as well

Reimplemented in UMortarProBeamAimingComponent, and UMortarProBurstAimingComponent.

◆ TickComponent()

virtual void UMortarProAimingComponent::TickComponent ( float  DeltaTime,
ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overrideprotectedvirtual

Function Called on Every Tick

Reimplemented in UMortarProBurstAimingComponent.

Member Data Documentation

◆ bAmmoLeft

uint32 UMortarProAimingComponent::bAmmoLeft
protected

Stores boolean value telling if event for start barrel movement towards target has been called once

◆ Barrel

class UMortarProBarrelMeshComponent* UMortarProAimingComponent::Barrel = nullptr
protected

Barrel/Gun Class to Use Moves Vertically(Pitch)

◆ bDrawDebugTargetSphere

uint32 UMortarProAimingComponent::bDrawDebugTargetSphere
private

Flag to Enable Debug Drawing of Sphere which is drawn at position where mortar pawn will shoot

◆ BeginAimingMovementTowardsTarget

FMortarProBeginAimingMovement UMortarProAimingComponent::BeginAimingMovementTowardsTarget

Event Called on barrel and Turret movement starting when it is moving towards target

◆ BeginFire

FMortarProBeginFire UMortarProAimingComponent::BeginFire

Event Called Just After Spawning a Projectile actor

◆ BeginIdleState

FMortarProBeginIdleState UMortarProAimingComponent::BeginIdleState

Event Called when mortar gun is not moving and not locked on target is in idle state

◆ bEnableGunGravity

uint32 UMortarProAimingComponent::bEnableGunGravity
protected

Whether to take Gravity in Account This will be used while aiming

◆ bEnablePredictTargetPosition

uint32 UMortarProAimingComponent::bEnablePredictTargetPosition
protected

Whether to predict target poisition when it is moving

◆ bHasComponentInitialized

uint32 UMortarProAimingComponent::bHasComponentInitialized
private

Flag to track whether shooting type and other parameters have been set properly

◆ bInitialIdleEventWaitApplied

uint32 UMortarProAimingComponent::bInitialIdleEventWaitApplied
private

Flag denoting whether we have applied Initial Delay for Idle event. This flag gets reset when we exit from idle state By default it is set to false

◆ bOnEndMovementEventEmitted

uint32 UMortarProAimingComponent::bOnEndMovementEventEmitted
private

Stores boolean value telling if event for barrel movement towards target completed has been called once

◆ bOnStartMovementEventEmitted

uint32 UMortarProAimingComponent::bOnStartMovementEventEmitted
private

Stores boolean value telling if event for start barrel movement towards target has been called once

◆ bUnlimitedAmmo

uint32 UMortarProAimingComponent::bUnlimitedAmmo
protected

Allow Unlimited Firing

◆ CurrentAimDirection

FVector UMortarProAimingComponent::CurrentAimDirection
protected

Current Aim Direction of barrel

◆ CurrentFiringState

EMortarProFiringState UMortarProAimingComponent::CurrentFiringState
protected

Tracks the state of gun like whether it is reloading,firing,burst firing etc

◆ CurrentHitTargetLocation

FVector UMortarProAimingComponent::CurrentHitTargetLocation
protected

Current Location of Target

◆ DefaultAimLocation

FVector UMortarProAimingComponent::DefaultAimLocation
protected

Default Aim Location of Barrel

◆ DefaultProjectileSpawnSockets

TMap<FName, FMortarProGunSocketProperties> UMortarProAimingComponent::DefaultProjectileSpawnSockets
private

Stores Default Projectile Spawn Sockets Details. It comes in handy while resetting

◆ DefaultSocketName

FName UMortarProAimingComponent::DefaultSocketName
protected

Name of 1st Socket

◆ DirectionThresholdComparision

float UMortarProAimingComponent::DirectionThresholdComparision = 0.05f
private

This is used to for comparing Aim Direction and Forward Vector of Gun To check if they are in same direction

◆ DistanceThreshold

float UMortarProAimingComponent::DistanceThreshold = 5.f
private

Threshold for Distance by which we can be sure that two position are distant apart

◆ DrawTargetDebugSphereDuration

float UMortarProAimingComponent::DrawTargetDebugSphereDuration = 1.f
private

Duration of Draw sphere at target

◆ EndAimingMovementTowardsTarget

FMortarProEndAimingMovement UMortarProAimingComponent::EndAimingMovementTowardsTarget

Event Called when Barrel and Turret has completed its movement towards target

◆ EndFiring

FMortarProEndFiring UMortarProAimingComponent::EndFiring

◆ EndIdleState

FMortarProEndIdleState UMortarProAimingComponent::EndIdleState

Event Called when mortar gun is ready to move/engage and ending its idle state

◆ FireSound

class USoundBase* UMortarProAimingComponent::FireSound
protected

Sound Played on Each Mortar Firing

◆ InitialIdleEventDelay

float UMortarProAimingComponent::InitialIdleEventDelay = 4.f
protected

Initial Delay time (seconds) To Apply Before Going in Idle State. Idle State is when Mortar Pawn Can't find any target i.e when Fire Task Fail in Behavior Tree.Minimum clamped to 0

◆ InitialIdleEventDelayTimerHandle

FTimerHandle UMortarProAimingComponent::InitialIdleEventDelayTimerHandle
private

Timer handle for Initial Delay for Idle Event

◆ LastFireTime

float UMortarProAimingComponent::LastFireTime = 0
protected

Stores Last Firing Time

◆ MinSpeedThreshold

float UMortarProAimingComponent::MinSpeedThreshold = 0.5f
private

Min Threshold of speed for target below which target is considered stationary.

◆ OutLaunchVelocity

FVector UMortarProAimingComponent::OutLaunchVelocity
private

Toss Velocity for projectile. Used in case of gravity

◆ OwnerActor

class AActor* UMortarProAimingComponent::OwnerActor
protected

Reference to Owner Actor

◆ OwnerName

FString UMortarProAimingComponent::OwnerName
protected

Name of Owner

◆ PoolingSubSystem

class UMortarProPoolSubsystem* UMortarProAimingComponent::PoolingSubSystem { nullptr }
private

Pooling Subsystem. It stores the reference to the pooling subsystem Whenever a projectile is initilzied we add it into pool and on destroy we remove it from pool

◆ PreviousTargetActor

TWeakObjectPtr<AActor> UMortarProAimingComponent::PreviousTargetActor
private

Reference for Previous target Actor

◆ PreviousTargetLocation

FVector UMortarProAimingComponent::PreviousTargetLocation = FVector::ZeroVector
private

Previous Target Actor Location

◆ ProjectileSpawnSockets

TMap<FName, FMortarProGunSocketProperties> UMortarProAimingComponent::ProjectileSpawnSockets
protected

This is a map of Socket Name To Projectile Telling Which socket has to Fire which projectile

Note
We can Use Projectile Class but this will force users to Use Projectile as base class which We don't want so better to use AActor class

◆ ProjectileSpeed

float UMortarProAimingComponent::ProjectileSpeed = 0.f
private

Speed of projectile.

◆ SecondaryTargets

TArray<TWeakObjectPtr<AActor> > UMortarProAimingComponent::SecondaryTargets
private

Contains Reference to Secondary Targets

◆ ShotsSpreadDegree

float UMortarProAimingComponent::ShotsSpreadDegree = 2.f
protected

How much shots can Be Spread in Degrees Shots Spread Range between 0 to ShotsSpreadDegree inclusive. Lies Between 0 and 180

◆ TargetActor

TWeakObjectPtr<AActor> UMortarProAimingComponent::TargetActor
protected

Reference for target Actor

◆ TargetActorVelocity

FVector UMortarProAimingComponent::TargetActorVelocity = FVector::ZeroVector
private

Target Velocity of current Target Actor

◆ TossVelocityArc

float UMortarProAimingComponent::TossVelocityArc = 0.75f
private

Arc to choose while calculating toss velocity

◆ Turret

class UMortarProTurretMeshComponent* UMortarProAimingComponent::Turret = nullptr
protected

Turret to use which moves Horizontally(Yaw)

◆ VelocityThreshold

float UMortarProAimingComponent::VelocityThreshold = 5.f
private

Threshold for velocity by which we can be sure that actor is moving


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