Space Plunder
Loading...
Searching...
No Matches
APatrolPath Class Reference

#include <PatrolPath.h>

Inheritance diagram for APatrolPath:
IPatrolInterface IBaseInterface

Public Member Functions

 APatrolPath ()
 
virtual bool GetTimeToWait (float &WaitMin, float &WaitMax) const override
 
virtual AActor * GetNextPatrolPointActor (bool &bIsBridgeAvailable) const override
 
virtual AActor * GetNextBridgePatrolPointActor () const override
 
virtual AActor * GetPreviousPatrolPointActor (bool &bIsBridgeAvailable) const override
 
virtual float GetRadius () const override
 
virtual bool GetIsDeadEnd () const override
 
virtual void SetGravityEnabled (const bool bValue) override
 
virtual FString GetObjectDisplayName () const override
 
virtual FInteractionData GetInteractionData () const override
 
virtual bool GetIsCharacter () const override
 
virtual void OnFinishSpawning () override
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual bool SetInteractionHidden (const EInteractionType Interaction, const bool bValue) override
 
virtual void SetOnlyInteractionVisible (const EInteractionType Interaction) override
 
virtual bool SetInteractionAvailable (const EInteractionType Interaction, const bool bValue) override
 
virtual bool SetInteractionHold (const EInteractionType Interaction, const bool bValue) override
 
virtual TArray< FInteractionTypeGetVisibleInteractions () const override
 
virtual bool GetInteraction (FInteractionType &Type, const EInteractionType Interaction) const override
 
virtual bool GetDefaultInteraction (FInteractionType &Type) const override
 

Protected Attributes

class UAIPerceptionStimuliSourceComponent * AIStimuliComponent
 
class USplineComponent * SplineComponent
 
FInteractionData InteractionData = FInteractionData(EInteractionType::None, EAIStimuliType::PatrolPath)
 
FLinearColor PathColor = FLinearColor::Blue
 
int32 PathGroup = 1
 
float Radius = 50.0f
 
bool bDebuggingMode = false
 

Constructor & Destructor Documentation

◆ APatrolPath()

APatrolPath::APatrolPath ( )
10{
11 PrimaryActorTick.bCanEverTick = false;
12
13 AIStimuliComponent = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Stimuli Component"));
14 AIStimuliComponent->RegisterForSense(UAISenseConfig_Sight::StaticClass());
15
16 SplineComponent = CreateDefaultSubobject<USplineComponent>(TEXT("Spline Component"));
17 RootComponent = SplineComponent;
18}
class USplineComponent * SplineComponent
Definition PatrolPath.h:46
class UAIPerceptionStimuliSourceComponent * AIStimuliComponent
Definition PatrolPath.h:44

Member Function Documentation

◆ BeginPlay()

void APatrolPath::BeginPlay ( )
overrideprotectedvirtual
21{
22 Super::BeginPlay();
23 AIStimuliComponent->RegisterWithPerceptionSystem();
24}

◆ GetDefaultInteraction()

virtual bool APatrolPath::GetDefaultInteraction ( FInteractionType & Type) const
inlineoverrideprotectedvirtual
FInteractionData InteractionData
Definition PatrolPath.h:50
bool GetDefaultInteraction(FInteractionType &Default) const
Definition BaseData.h:473

◆ GetInteraction()

virtual bool APatrolPath::GetInteraction ( FInteractionType & Type,
const EInteractionType Interaction ) const
inlineoverrideprotectedvirtual
Definition Interaction.Build.cs:6
bool GetInteraction(FInteractionType &Type, const EInteractionType Interaction) const
Definition BaseData.h:483

◆ GetInteractionData()

virtual FInteractionData APatrolPath::GetInteractionData ( ) const
inlineoverridevirtual
32{ return InteractionData;};

◆ GetIsCharacter()

virtual bool APatrolPath::GetIsCharacter ( ) const
inlineoverridevirtual
34{return false;};

◆ GetIsDeadEnd()

bool APatrolPath::GetIsDeadEnd ( ) const
overridevirtual

Implements IPatrolInterface.

53{
54 return false;
55}

◆ GetNextBridgePatrolPointActor()

AActor * APatrolPath::GetNextBridgePatrolPointActor ( ) const
overridevirtual

Implements IPatrolInterface.

43{
44 return nullptr;
45}

◆ GetNextPatrolPointActor()

AActor * APatrolPath::GetNextPatrolPointActor ( bool & bIsBridgeAvailable) const
overridevirtual

Implements IPatrolInterface.

38{
39 return nullptr;
40}

◆ GetObjectDisplayName()

virtual FString APatrolPath::GetObjectDisplayName ( ) const
inlineoverridevirtual
30{return "Patrol Path";};

◆ GetPreviousPatrolPointActor()

AActor * APatrolPath::GetPreviousPatrolPointActor ( bool & bIsBridgeAvailable) const
overridevirtual

Implements IPatrolInterface.

48{
49 return nullptr;
50}

◆ GetRadius()

virtual float APatrolPath::GetRadius ( ) const
inlineoverridevirtual

Reimplemented from IPatrolInterface.

24{return Radius;};
float Radius
Definition PatrolPath.h:87

◆ GetTimeToWait()

bool APatrolPath::GetTimeToWait ( float & WaitMin,
float & WaitMax ) const
overridevirtual

Implements IPatrolInterface.

33{
34 return true;
35}

◆ GetVisibleInteractions()

virtual TArray< FInteractionType > APatrolPath::GetVisibleInteractions ( ) const
inlineoverrideprotectedvirtual
TArray< FInteractionType > GetVisibleInteractions() const
Definition BaseData.h:556

◆ OnFinishSpawning()

void APatrolPath::OnFinishSpawning ( )
overridevirtual
27{
28
29}

◆ SetGravityEnabled()

virtual void APatrolPath::SetGravityEnabled ( const bool bValue)
inlineoverridevirtual
28{return;};

◆ SetInteractionAvailable()

virtual bool APatrolPath::SetInteractionAvailable ( const EInteractionType Interaction,
const bool bValue )
inlineoverrideprotectedvirtual
bool SetInteractionAvailable(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:531

◆ SetInteractionHidden()

virtual bool APatrolPath::SetInteractionHidden ( const EInteractionType Interaction,
const bool bValue )
inlineoverrideprotectedvirtual

Interaction Data Manipulation, so Actors can change there Interaction Data struct from BP

bool SetInteractionHidden(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:496

◆ SetInteractionHold()

virtual bool APatrolPath::SetInteractionHold ( const EInteractionType Interaction,
const bool bValue )
inlineoverrideprotectedvirtual
bool SetInteractionHold(const EInteractionType Interaction, const bool bValue)
Definition BaseData.h:543

◆ SetOnlyInteractionVisible()

virtual void APatrolPath::SetOnlyInteractionVisible ( const EInteractionType Interaction)
inlineoverrideprotectedvirtual
void SetOnlyInteractionVisible(const EInteractionType Interaction)
Definition BaseData.h:508

Member Data Documentation

◆ AIStimuliComponent

class UAIPerceptionStimuliSourceComponent* APatrolPath::AIStimuliComponent
protected

◆ bDebuggingMode

bool APatrolPath::bDebuggingMode = false
protected

◆ InteractionData

◆ PathColor

FLinearColor APatrolPath::PathColor = FLinearColor::Blue
protected

◆ PathGroup

int32 APatrolPath::PathGroup = 1
protected

◆ Radius

float APatrolPath::Radius = 50.0f
protected

◆ SplineComponent

class USplineComponent* APatrolPath::SplineComponent
protected

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