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Mortar Pro Plugin
Version 2
Modular Turret Plugin
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#include <MortarProTeamComponent.h>
Public Member Functions | |
EMortarProAgentAttitude::Type | GetAttitude (const uint8 &OtherPlayerTeamID) |
FMortarProTeamProperties | GetTeamInfo () const |
void | ResetTeamInfoRunTimeParameters () |
void | SetTeamInfo (const FMortarProTeamProperties &DesiredTeam, bool bEmitEvent=true) |
UMortarProTeamComponent () | |
Public Attributes | |
FMortarProBeginTeamChange | BeginTeamChange |
TSet< uint8 > | IgnoreTeamsID |
Static Public Attributes | |
static uint8 | NeutralTeamID |
Protected Member Functions | |
virtual void | BeginPlay () override |
Private Attributes | |
FMortarProTeamProperties | DefaultTeamInfo |
FMortarProTeamProperties | TeamInfo |
Actor Component for Assigning Team information to an actor It is Generic That can be assigned to any Actor Each Actor then can have a team id,name and color.
UMortarProTeamComponent::UMortarProTeamComponent | ( | ) |
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overrideprotectedvirtual |
Called when the game starts or when spawned
EMortarProAgentAttitude::Type UMortarProTeamComponent::GetAttitude | ( | const uint8 & | OtherPlayerTeamID | ) |
Function to Find Attitude of current player and other player and returns the attitude
[in] | OtherPlayerTeamID | - Team ID of Other Player |
FMortarProTeamProperties UMortarProTeamComponent::GetTeamInfo | ( | ) | const |
Returns Current Team Properties
void UMortarProTeamComponent::ResetTeamInfoRunTimeParameters | ( | ) |
Resets Team Information to Default
void UMortarProTeamComponent::SetTeamInfo | ( | const FMortarProTeamProperties & | DesiredTeam, |
bool | bEmitEvent = true |
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Sets Information For a team and also BroadCast Event When current Team id is different from desired one
[in] | DesiredTeam | Team Properties to Set |
[in] | bEmitEvent | whether to emit event for team change or not by default true true - emit event false - don't emit |
FMortarProBeginTeamChange UMortarProTeamComponent::BeginTeamChange |
Team Change Event That Will be Broadcasted as soon as Team changes from Neutral to Desired Team in SwitchTeam
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private |
Default Team ID - This is The Team information used after every Respawn. So if a player of Team A dies then it will switch back to the default Team after respawning TeamID - Should Be unique and other than 0 which is neutral. Different TeamID means They are enemies.Same TeamID means they are friends TeamName - Each Team Can have a name which can be used in blueprint for different purposes TeamColor - Color For each Team
TSet<uint8> UMortarProTeamComponent::IgnoreTeamsID |
Team IDs to consider as neutral
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static |
This will be the neutral team id.
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private |
Current Team ID - This is The Team information for Current Spawn. TeamID - Should Be unique and other than 0 which is neutral. Different TeamID means They are enemies.Same TeamID means they are friends TeamName - Each Team Can have a name which can be used in blueprint for different purposes TeamColor - Color For each Team