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Space Plunder
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#include <AutoTurret.h>
Public Member Functions | |
| AAutoTurret () | |
Public Member Functions inherited from ADefenseSystemPawn | |
| ADefenseSystemPawn () | |
| virtual ETeamAttitude::Type | GetTeamAttitudeTowards (const AActor &Other) const override |
| virtual void | SetGenericTeamId (const FGenericTeamId &NewTeamID) override |
| virtual FGenericTeamId | GetGenericTeamId () const override |
| virtual FRotator | GetTargetRotation () const override |
| bool | GetActive () const |
| void | SetActive (const bool bValue) |
| void | OnActivated (const bool bValue) |
| virtual void | OnActivated_Implementation (const bool bValue) |
Public Member Functions inherited from AInteractablePawn | |
| AInteractablePawn () | |
| virtual void | ReceiveStartFocus (AActor *Caller) |
| virtual void | ReceiveEndFocus (AActor *Caller) |
| virtual void | ReceiveOnInteract (AActor *Caller, const EInteractionType InteractionType) |
| virtual void | ReceiveOnEndInteract (AActor *Caller) |
| virtual void | ReceiveOnOverlap (AActor *Caller) |
| virtual void | ReceiveOnEndOverlap (AActor *Caller) |
| virtual void | ReceiveToggleSwitch (AActor *Caller, const bool bOn) |
| virtual void | InteractionDataUpdated () |
| virtual void | SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override |
Public Member Functions inherited from ICharacterInterface | |
| virtual USkeletalMeshComponent * | GetCharacterSecondaryMesh () const |
| virtual void | StartThreatIndication (AActor *PawnThreat) |
| virtual void | UpdateThreatIndication (const FVector &Location, const float DetectionAmount) |
| virtual void | StopThreatIndication () |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| virtual void | GetActorEyesViewPoint (FVector &OutLocation, FRotator &OutRotation) const override |
| virtual bool | GetIsUpsideDown () const override |
| virtual void | EnemySeen () override |
| virtual void | LostAllTargets () override |
| virtual void | WeaponFire () |
| void | OnWeaponFire () |
| virtual void | RotateToTarget () override |
| virtual void | OnDeath (AActor *OwningActor, EDeathType DeathType, AActor *DeathCauser, AController *DeathInstigator) override |
Protected Member Functions inherited from ADefenseSystemPawn | |
| int32 | GetTeamID () const |
| virtual ECharacterType | GetCharacterType () const override |
| virtual EFactionType | GetCharacterFaction () const override |
| virtual bool | GetIsDead () const override |
| virtual void | SetCharacterVehicleMode (const EVehicleMode Mode) override |
| void | OnNewTargetSeen (APawn *Pawn) |
| void | OnTargetSeen (APawn *Pawn) |
| void | OnHostileSeen () |
| void | OnHostileSeenUpdate () |
| void | OnTargetLost () |
| void | OnLostAllTargets () |
| void | OnAlertChange (const float CurrentAlertLevel, const float MaxAlertLevel) |
| virtual bool | GetIsCharacter () const override |
| virtual void | PointDamageTaken (AActor *DamagedActor, float Damage, class AController *InstigatedBy, FVector HitLocation, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, const class UDamageType *DamageType, AActor *DamageCauser) |
| bool | CanStillSeePawn (APawn *Pawn) const |
| bool | IsPawnAlive (APawn *Pawn) const |
| bool | GetCurrentTarget (APawn *&Pawn) const |
| TArray< APawn * > & | GetTargets () |
| float | GetDistanceToPawn (const APawn *Pawn) const |
| float | GetTotalDistanceScoreToAllTargets () const |
| virtual FRotator | GetRotationToTarget (const FVector &StartLocation) |
| virtual void | TargetSeen (APawn *Pawn) |
| virtual void | NewTargetSeen (APawn *Pawn) |
Protected Member Functions inherited from AInteractablePawn | |
| virtual bool | SaveGame () override |
| virtual bool | LoadGame () override |
| FVector | GetCustomInteractionLocation () const |
| void | LogDebugError (const FString &Message) const |
| void | LogDebugError (const FString &Message, const int32 Value) const |
| void | LogDebugError (const FString &Message, const float Value) const |
| void | LogDebugWarning (const FString &Message) const |
| void | LogDebugWarning (const FString &Message, const int32 Value) const |
| void | LogDebugWarning (const FString &Message, const float Value) const |
| void | LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const int32 Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const float Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const bool bValue, const bool bWarning, const bool bError) const |
| void | LogOnScreenMessage (const int32 Key, const FString &Message, FColor Color=FColor::Green) const |
| void | SetCategoryName (const FLogCategoryBase &Category) |
Protected Attributes | |
| FName | RootBoneName = FName("SK_Prop_Turret_Small_Pivot_Ceiling_01") |
| FName | GunBoneName = FName("SK_Prop_Turret_Small_Gun_Ceiling_01") |
| USkeletalMeshComponent * | MeshComponent |
| UCapsuleComponent * | CapsuleComponent |
| UChildActorComponent * | CurrentWeapon |
| float | WeaponFireFrequency = 0.1 |
Protected Attributes inherited from ADefenseSystemPawn | |
| FGenericTeamId | TeamID |
| ECharacterType | CharacterType = ECharacterType::Defence |
| EFactionType | OwnerFaction = EFactionType::Alliance |
| FRotator | StartRotation = FRotator::ZeroRotator |
| FRotator | TargetRotation = FRotator::ZeroRotator |
| float | AlertUpdateFrequency = 0.2f |
| float | AlertLevelIncrease = 0.1f |
| float | AlertLevelDecrease = 0.1f |
| float | AlertLevelThreshold = 100.0f |
| float | AlertLevel = 0.0f |
| bool | bAlert = false |
| float | VisibilityCheckFrequency = 2.0f |
| bool | bInstantResetOnLostTarget = false |
| float | LostTargetResetTime = 2.0f |
| bool | bDead = false |
| bool | bAutoActivate = true |
| UHealthComponentBase * | HealthComponent |
| UAdvancedPawnSensingComponent * | PawnSensingComponent |
Protected Attributes inherited from AInteractablePawn | |
| class UAudioReactionComponent * | AudioReactionComponent |
| class UInteractableActorComponent * | InteractableActorComponent |
| class UAIPerceptionStimuliSourceComponent * | PerceptionStimuliComponent |
| bool | bDebuggingMode = false |
Private Attributes | |
| FTimerHandle | WeaponFireTimerHandle |
| AAutoTurret::AAutoTurret | ( | ) |
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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See if the Eye socket is above the Gun
Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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