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ABaseRoomActor Class Reference

#include <BaseRoomActor.h>

Inheritance diagram for ABaseRoomActor:
AActorBase IBaseInterface ISaveLoad ARoomWithDoorsActor AGravityRoom

Public Member Functions

 ABaseRoomActor ()
 
void SetPhysicsObjectsActive (const bool bActive)
 
void OnSetPhysicsObjectsActive (const bool bActive)
 
void SetRoomGravity (const bool bOn)
 
void OnSetRoomGravity (const bool bOn)
 
- Public Member Functions inherited from AActorBase
 AActorBase ()
 
virtual bool SaveGame () override
 
virtual bool LoadGame () override
 
void SetGravityEnabledEvent (const bool bValue)
 

Protected Member Functions

virtual void BeginPlay () override
 
- Protected Member Functions inherited from AActorBase
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

class USceneComponent * SceneComponent
 
class USceneComponent * WallsRootComponent
 
class USceneComponent * FloorRootComponent
 
class USceneComponent * CeilingRootComponent
 
TArray< AActor * > AllPhysicsObjects
 
TArray< UStaticMeshComponent * > AllWallMeshes
 
TArray< UStaticMeshComponent * > AllFloorMeshes
 
TArray< UStaticMeshComponent * > AllCeilingMeshes
 
TArray< UPointLightComponent * > AllPointLights
 
- Protected Attributes inherited from AActorBase
FString DisplayName = "Display Name"
 
bool bDebuggingMode = false
 

Constructor & Destructor Documentation

◆ ABaseRoomActor()

ABaseRoomActor::ABaseRoomActor ( )
9{
10 PrimaryActorTick.bCanEverTick = false;
11 SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene Root"));
12 RootComponent = SceneComponent;
13
14 FloorRootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Floor Root"));
15 FloorRootComponent->SetupAttachment(SceneComponent);
16 WallsRootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Walls Root"));
17 WallsRootComponent->SetupAttachment(FloorRootComponent);
18 CeilingRootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Ceiling Root"));
20
21
22
23#if WITH_EDITOR
24 bDebuggingMode = true;
25#endif
26}
bool bDebuggingMode
Definition ActorBase.h:53
class USceneComponent * SceneComponent
Definition BaseRoomActor.h:39
class USceneComponent * WallsRootComponent
Definition BaseRoomActor.h:42
class USceneComponent * CeilingRootComponent
Definition BaseRoomActor.h:46
class USceneComponent * FloorRootComponent
Definition BaseRoomActor.h:44

Member Function Documentation

◆ BeginPlay()

void ABaseRoomActor::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AActorBase.

Reimplemented in ARoomWithDoorsActor, and AGravityRoom.

29{
30 Super::BeginPlay();
31
32}

◆ OnSetPhysicsObjectsActive()

void ABaseRoomActor::OnSetPhysicsObjectsActive ( const bool bActive)

◆ OnSetRoomGravity()

void ABaseRoomActor::OnSetRoomGravity ( const bool bOn)

◆ SetPhysicsObjectsActive()

void ABaseRoomActor::SetPhysicsObjectsActive ( const bool bActive)

Set all items in the room to activate Physics

35{
37}
void OnSetPhysicsObjectsActive(const bool bActive)

◆ SetRoomGravity()

void ABaseRoomActor::SetRoomGravity ( const bool bOn)
40{
42}
void OnSetRoomGravity(const bool bOn)

Member Data Documentation

◆ AllCeilingMeshes

TArray<UStaticMeshComponent*> ABaseRoomActor::AllCeilingMeshes
protected

◆ AllFloorMeshes

TArray<UStaticMeshComponent*> ABaseRoomActor::AllFloorMeshes
protected

◆ AllPhysicsObjects

TArray<AActor*> ABaseRoomActor::AllPhysicsObjects
protected

◆ AllPointLights

TArray<UPointLightComponent*> ABaseRoomActor::AllPointLights
protected

◆ AllWallMeshes

TArray<UStaticMeshComponent*> ABaseRoomActor::AllWallMeshes
protected

◆ CeilingRootComponent

class USceneComponent* ABaseRoomActor::CeilingRootComponent
protected

◆ FloorRootComponent

class USceneComponent* ABaseRoomActor::FloorRootComponent
protected

◆ SceneComponent

class USceneComponent* ABaseRoomActor::SceneComponent
protected

Root for the Room, as children can move around etc.

◆ WallsRootComponent

class USceneComponent* ABaseRoomActor::WallsRootComponent
protected

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