|
Space Plunder
|
Represents a defense system pawn that can interact with other actors and participate in the generic team system. More...
#include <DefenseSystemPawn.h>
Public Member Functions | |
| 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 |
| virtual bool | GetIsUpsideDown () 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 |
| 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) |
| virtual void | OnDeath (AActor *OwningActor, EDeathType DeathType, AActor *DeathCauser, AController *DeathInstigator) |
| 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) |
| virtual void | EnemySeen () |
| virtual void | LostAllTargets () |
| virtual void | RotateToTarget () |
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 | |
| 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 Member Functions | |
| virtual void | OnSeePawn (APawn *Pawn) |
| virtual void | OnHearPawn (APawn *Pawn, const FVector &Location, float Volume) |
| void | CheckVisibilityOfTargets () |
| void | IncreaseAlert () |
| void | DecreaseAlert () |
| void | CheckEnemySeen () |
Private Attributes | |
| bool | bActive = false |
| int32 | CurrentTarget = -1 |
| TArray< APawn * > | Targets |
| FTimerHandle | IncreaseAlertTimerHandle |
| FTimerHandle | DecreaseAlertTimerHandle |
| FTimerHandle | EnemySeenTimerHandle |
| FTimerHandle | CheckVisibilityTimerHandle |
| FTimerHandle | LostTargetTimerHandle |
Represents a defense system pawn that can interact with other actors and participate in the generic team system.
This class inherits from AInteractablePawn, IGenericTeamAgentInterface, and IDefencePawnAnim. It provides functionality for determining the team attitude towards other actors, managing the generic team ID, and getting the target rotation and upside-down status.
| ADefenseSystemPawn::ADefenseSystemPawn | ( | ) |
|
overrideprotectedvirtual |
Reimplemented from AInteractablePawn.
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
protected |
|
private |
|
private |
|
private |
|
protectedvirtual |
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
inline |
|
overrideprotectedvirtual |
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
inlineoverrideprotectedvirtual |
Implements ICharacterInterface.
|
inlineoverrideprotectedvirtual |
Implements ICharacterInterface.
|
protected |
|
protected |
@Returns Distance to Pawn
|
inlineoverridevirtual |
|
inlineoverrideprotectedvirtual |
|
inlineoverrideprotectedvirtual |
Implements ICharacterInterface.
|
inlineoverridevirtual |
Implements IDefencePawnAnim.
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
protectedvirtual |
|
inlineoverridevirtual |
Implements IDefencePawnAnim.
|
inlineprotected |
All Currently Perceived Pawns
|
overridevirtual |
|
inlineprotected |
|
protected |
@Returns a % 0.0f - 1.0f based on Distance, Giving each pawn 100% of the SightRadius - Distance
|
private |
|
protected |
|
protectedvirtual |
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
protectedvirtual |
| void ADefenseSystemPawn::OnActivated | ( | const bool | bValue | ) |
|
virtual |
|
protected |
|
protectedvirtual |
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
|
privatevirtual |
|
protected |
|
protected |
|
protected |
|
protected |
Should we check if we can still see the target before we've hit the Alert level Target who isn't known seen, alert will begin
|
privatevirtual |
|
protected |
|
protected |
Target seen, called for each target that enters view
|
protectedvirtual |
|
protectedvirtual |
Reimplemented in AAutoTurret, and ASecurityCameraPawn.
| void ADefenseSystemPawn::SetActive | ( | const bool | bValue | ) |
|
overrideprotectedvirtual |
Implements ICharacterInterface.
|
overridevirtual |
|
protectedvirtual |
Only Fires when Someone is Hostile, Alive, and a Character
Reimplemented in ASecurityCameraPawn.
|
protected |
Current Alert Level
|
protected |
How much the alert goes down each update
|
protected |
How much the alert goes up each update
|
protected |
Level that triggers the Alert
|
protected |
How Frequently the Alert goes up, and checks the target is still in view
|
private |
|
protected |
Is Pawn Alert
|
protected |
|
protected |
|
protected |
Once lost all targets, Should just instantly go back
|
protected |
|
private |
|
private |
|
private |
|
private |
|
protected |
|
private |
|
protected |
Once lost all targets, Should just instantly go back
|
private |
|
protected |
|
protected |
|
protected |
|
protected |
|
private |
All Currently Perceived Pawns
|
protected |
|
protected |
Once Alert, How often does pawn check the Target is still in View