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ARoomWithDoorsActor Class Reference

#include <RoomWithDoorsActor.h>

Inheritance diagram for ARoomWithDoorsActor:
ABaseRoomActor AActorBase IBaseInterface ISaveLoad AGravityRoom

Public Member Functions

 ARoomWithDoorsActor ()
 
int32 GetNumOfDoors () const
 
bool GetAllDoorsLocked () const
 
bool GetAllDoorsUnlocked () const
 
void SetAllDoorsLocked (const bool bLocked)
 
void OnSetAllDoorsLocked (const bool bLocked)
 
- Public Member Functions inherited from ABaseRoomActor
 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
 
void DoorOpened (const int32 Index, const bool bOpened)
 
void OnDoorOpened (const int32 Index, const bool bOpened)
 
- 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

TArray< AOpenableDoorActor * > DoorActors
 
TArray< AActor * > ConnectingRooms
 
- Protected Attributes inherited from ABaseRoomActor
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

◆ ARoomWithDoorsActor()

ARoomWithDoorsActor::ARoomWithDoorsActor ( )
7{
8}

Member Function Documentation

◆ BeginPlay()

void ARoomWithDoorsActor::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from ABaseRoomActor.

Reimplemented in AGravityRoom.

44{
45 Super::BeginPlay();
46 int32 Index = 0;
47 for(const auto DoorActor : DoorActors)
48 {
49 if(DoorActor == nullptr){continue;}
50 DoorActor->Index = Index;
51 DoorActor->OnDoorOpenedDelegate.AddUniqueDynamic(this, &ARoomWithDoorsActor::DoorOpened);
52 Index++;
53 }
54}
void DoorOpened(const int32 Index, const bool bOpened)
Definition RoomWithDoorsActor.cpp:56
TArray< AOpenableDoorActor * > DoorActors
Definition RoomWithDoorsActor.h:44

◆ DoorOpened()

void ARoomWithDoorsActor::DoorOpened ( const int32 Index,
const bool bOpened )
protected
57{
58 OnDoorOpened(Index, bOpened);
59}
void OnDoorOpened(const int32 Index, const bool bOpened)

◆ GetAllDoorsLocked()

bool ARoomWithDoorsActor::GetAllDoorsLocked ( ) const

Checks if every Door is Locked

11{
12 for(const auto DoorActor : DoorActors)
13 {
14 if(DoorActor->GetIsDoorLocked() == false)
15 {
16 return false;
17 }
18 }
19 return true;
20}

◆ GetAllDoorsUnlocked()

bool ARoomWithDoorsActor::GetAllDoorsUnlocked ( ) const

Checks if every Door is Unlocked

23{
24 for(const auto DoorActor : DoorActors)
25 {
26 if(DoorActor->GetIsDoorLocked())
27 {
28 return false;
29 }
30 }
31 return true;
32}

◆ GetNumOfDoors()

int32 ARoomWithDoorsActor::GetNumOfDoors ( ) const
inline
22{return DoorActors.Num();};

◆ OnDoorOpened()

void ARoomWithDoorsActor::OnDoorOpened ( const int32 Index,
const bool bOpened )
protected

◆ OnSetAllDoorsLocked()

void ARoomWithDoorsActor::OnSetAllDoorsLocked ( const bool bLocked)

◆ SetAllDoorsLocked()

void ARoomWithDoorsActor::SetAllDoorsLocked ( const bool bLocked)
35{
36 for(const auto DoorActor : DoorActors)
37 {
38 DoorActor->SetDoorLocked(bLocked);
39 }
40 OnSetAllDoorsLocked(bLocked);
41}
void OnSetAllDoorsLocked(const bool bLocked)

Member Data Documentation

◆ ConnectingRooms

TArray<AActor*> ARoomWithDoorsActor::ConnectingRooms
protected

◆ DoorActors

TArray<AOpenableDoorActor*> ARoomWithDoorsActor::DoorActors
protected

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