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Mortar Pro Plugin
Version 3
Modular Turret Plugin
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#include <MortarProSemiAutoAimingComponent.h>
Inheritance diagram for UMortarProSemiAutoAimingComponent:
Collaboration diagram for UMortarProSemiAutoAimingComponent:Public Member Functions | |
| void | Fire () override |
| float | GetReloadTimeInSeconds () const |
| bool | IsReloading () |
| void | ResetAimingRunTimeParameters () override |
| void | SetBarrelState () override |
| void | SetReloadTimeInSeconds (const float &ReloadTime) |
| UMortarProSemiAutoAimingComponent () | |
Public Member Functions inherited from UMortarProAimingComponent | |
| 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 () | |
Protected Member Functions | |
| void | BeginPlay () override |
Protected Member Functions inherited from UMortarProAimingComponent | |
| virtual void | BeginPlay () override |
| virtual void | Fire () |
| virtual void | FireProjectile () |
| class UMortarProPoolSubsystem * | GetValidSubSystem () |
| bool | IsMoving (const FVector &HitLocation) |
| virtual void | SetBarrelState () |
| virtual void | StopFiring () |
| virtual void | TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override |
Protected Attributes | |
| float | ReloadTimeInSeconds = 1.5f |
Protected Attributes inherited from UMortarProAimingComponent | |
| uint32 | bAmmoLeft: 1 |
| class UMortarProBarrelMeshComponent * | Barrel = nullptr |
| uint32 | bEnableBulletHell: 1 |
| uint32 | bEnableGunGravity: 1 |
| uint32 | bEnablePredictTargetPosition: 1 |
| uint32 | bUnlimitedAmmo: 1 |
| FVector | CurrentAimDirection = FVector(0, 0, 0) |
| EMortarProFiringState | CurrentFiringState |
| FVector | CurrentHitTargetLocation = FVector(0,0,0) |
| FVector | DefaultAimLocation = FVector(0,0,0) |
| FName | DefaultSocketName |
| class USoundBase * | FireSound { nullptr } |
| float | InitialIdleEventDelay = 4.f |
| float | LastFireTime = 0 |
| class AActor * | OwnerActor { nullptr } |
| FString | OwnerName |
| TMap< FName, FMortarProGunSocketProperties > | ProjectileSpawnSockets |
| float | ShotsSpreadDegree = 2.f |
| TWeakObjectPtr< AActor > | TargetActor |
| class UMortarProTurretMeshComponent * | Turret = nullptr |
Private Member Functions | |
| bool | PreFire () |
Private Attributes | |
| float | OriginalReloadTimeInSeconds = 0.5f |
Additional Inherited Members | |
Public Attributes inherited from UMortarProAimingComponent | |
| FMortarProBeginAimingMovement | BeginAimingMovementTowardsTarget |
| FMortarProBeginFire | BeginFire |
| FMortarProBeginIdleState | BeginIdleState |
| FMortarProEndAimingMovement | EndAimingMovementTowardsTarget |
| FMortarProEndFiring | EndFiring |
| FMortarProEndIdleState | EndIdleState |
Aiming Component for shooting target in semi automatic manner that is one after another . After each shot there is reload delay To use this component class of aiming component has to be changed in blueprint
| UMortarProSemiAutoAimingComponent::UMortarProSemiAutoAimingComponent | ( | ) |
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overrideprotectedvirtual |
Function called on play.
Reimplemented from UMortarProAimingComponent.
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overridevirtual |
This method is called to fire a projectile from AI
Reimplemented from UMortarProAimingComponent.
| float UMortarProSemiAutoAimingComponent::GetReloadTimeInSeconds | ( | ) | const |
Gets Reload Time for The Mortar Gun i.e Time Delay between each shot
| bool UMortarProSemiAutoAimingComponent::IsReloading | ( | ) |
Checks if Firing can be done by comparing the last fire time with current time and checking with reload time
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private |
Operations or Checks to perform before Firing
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overridevirtual |
Resets all Shooting runtime Parameters for Burst Shooting Modes. It will also stop firing and resets cooldown period
Reimplemented from UMortarProAimingComponent.
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overridevirtual |
Sets Barrel State like whether there is any ammo left,or gun is moving etc.
Reimplemented from UMortarProAimingComponent.
| void UMortarProSemiAutoAimingComponent::SetReloadTimeInSeconds | ( | const float & | ReloadTime | ) |
Sets Time Delay between each shots @ param[in] ReloadTime Float variable containing reload Time
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private |
Original Reload Time In Seconds
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protected |
Time Delay Between each shots