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Space Plunder
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#include <RoomActor.h>
Public Member Functions | |
| ARoomActor () | |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| bool | GetShouldRoomSpawnDoor (const FRandomStream &Stream) const |
| bool | GetCanHaveWindow () const |
| void | HideRoof () |
| FRandomStream | GetRandomStream () const |
| bool | GetIsRandomStreamSet () const |
| virtual USceneComponent * | GetExitsRootComponent () const override |
| virtual USceneComponent * | GetOverlapsRootComponent () const override |
| virtual USceneComponent * | GetAISpawnsRootComponent () const override |
| virtual USceneComponent * | GetWeaponSpawnsRootComponent () const override |
| virtual USceneComponent * | GetLootSpawnsRootComponent () const override |
| virtual USceneComponent * | GetDoorsRootComponent () const override |
| virtual int32 | GetNumOfExits () const override |
| virtual FBox | GetRoomBounds () const override |
| virtual EDungeonRoomType | GetRoomType () const override |
| virtual bool | GetShouldRoomSpawnDoorAtEntry (const FRandomStream &Stream) const override |
| virtual void | AddAttachedRoom (AActor *Actor) override |
| virtual void | ToggleAllRoomRoofs (const bool bForceHide) override |
| virtual void | SetRandomStream (const FRandomStream &Stream) override |
| virtual void | SetDynamicMaterial (UMaterialInterface *Material) override |
| virtual void | SetActive (const bool bActive) override |
| virtual void | SetOptimizationLevel (const int32 Level) override |
| void | OnOptimizationLevelChanged (const int32 Level, const int32 PreviousLevel) |
| int32 | GetOptimizationLevel () const |
| virtual void | SetReady () override |
| void | OnRoomReady () |
| bool | GetIsRoomReady () const |
| virtual void | Activate () |
| virtual void | Deactivate () |
| void | ToggleLights (const bool bTurnOn) const |
| void | TogglePhysicsObjects (const bool bSimulatePhysics, const bool bVisible) const |
| void | TogglePhysicsObjectsSimulation (const bool bSimulatePhysics) const |
| void | TogglePhysicsObjectsVisibility (const bool bVisible) const |
| void | ToggleGeometry (const bool bVisible) const |
| void | ToggleDecorations (const bool bVisible) const |
| bool | GetCanBeWindow (UStaticMeshComponent *WallMesh) const |
Protected Attributes | |
| EDungeonRoomType | RoomType = EDungeonRoomType::Hallway |
| bool | bShouldDoorSpawn = true |
| bool | bRandomDoorSpawn = false |
| float | RandomWeight = 0.5f |
| bool | bCheckForWindow = false |
| float | WindowTraceDistance = 2000.0f |
| USceneComponent * | DefaultRootComponent |
| USceneComponent * | ExitsRootComponent |
| USceneComponent * | OverlapsRootComponent |
| USceneComponent * | AISpawnsRootComponent |
| USceneComponent * | WeaponSpawnsRootComponent |
| USceneComponent * | LootSpawnsRootComponent |
| USceneComponent * | DoorsRootComponent |
| USceneComponent * | LightsRootComponent |
| USceneComponent * | GeometryRootComponent |
| USceneComponent * | WallsRootComponent |
| USceneComponent * | RoofRootComponent |
| USceneComponent * | FloorRootComponent |
| USceneComponent * | DecorationsRootComponent |
| USceneComponent * | PropsRootComponent |
| UBoxComponent * | BoundsComponent |
| bool | bDebuggingMode = false |
| TArray< ARoomActor * > | AttachedRooms |
| TArray< AActor * > | DoorActors |
Private Member Functions | |
| void | GetLightComponents () |
| void | GetPropComponents () |
Private Attributes | |
| bool | bReady = false |
| bool | bRandomStreamSet = false |
| FRandomStream | RandomStream |
| int32 | Seed = 0 |
| bool | bShouldHideRoof = false |
| int32 | OptimizationLevel = 0 |
| int32 | PreviousOptimizationLevel = 0 |
| TArray< ULightComponent * > | Lights |
| TArray< UStaticMeshComponent * > | Props |
| ARoomActor::ARoomActor | ( | ) |
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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If the room needs access to any random Elements
Implements IDungeonRoom.
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Implements IDungeonRoom.
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Implements IDungeonRoom.
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Should it be random if the door is spawned
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Should a door spawn at the start of this room, Corridors etc.
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Range of weight is 0.0 - 1.0 E. g., Weight = .6 return value = True 60% of the time
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How far do we trace to check if a window can be placed