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Space Plunder
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Represents a security camera pawn in the game. More...
#include <SecurityCameraPawn.h>
Public Member Functions | |
| ASecurityCameraPawn () | |
| void | OnSnappedToObject (const bool bValue) |
Public Member Functions inherited from ADefenseSystemPawn | |
| 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 |
| 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 () |
Public Member Functions inherited from IPhysicsPickup | |
| virtual void | SetInteracting (const bool bValue)=0 |
| virtual bool | GetCanBeSnapped (const int32 Size) const |
| virtual bool | GetCanBeRotated () const |
| virtual bool | GetUseAutoRotation () const |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| virtual void | GetActorEyesViewPoint (FVector &OutLocation, FRotator &OutRotation) const override |
| virtual bool | GetIsUpsideDown () const override |
| virtual void | TargetSeen (APawn *Pawn) override |
| virtual void | EnemySeen () override |
| virtual void | LostAllTargets () override |
| virtual void | RotateToTarget () override |
| void | RotateCamera () |
| virtual void | OnDeath (AActor *OwningActor, EDeathType DeathType, AActor *DeathCauser, AController *DeathInstigator) override |
| virtual UPrimitiveComponent * | GetGrabComponent () const override |
| virtual FPhysicsPickupData | GetPhysicsPickupData () const override |
| virtual bool | GetIsSnapped () const override |
| virtual void | SetSnapped (const bool bValue) override |
| virtual TArray< UArrowComponent * > | GetSnapComponents () override |
Protected Member Functions inherited from ADefenseSystemPawn | |
| 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) |
| 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 | NewTargetSeen (APawn *Pawn) |
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) |
Private Member Functions | |
| void | RotateBackToStart () |
Private Attributes | |
| bool | bChangeDirection = false |
| float | LerpAlpha = 0.0f |
| FRotator | StartRelativeRotation = FRotator::ZeroRotator |
| FTimerHandle | RotateTimerHandle |
| FTimerHandle | RotateToTargetTimerHandle |
| FTimerHandle | RotateBackToStartTimerHandle |
Represents a security camera pawn in the game.
The ASecurityCameraPawn class is a blueprintable actor class that represents a security camera pawn in the game. It inherits from AInteractablePawn and implements functionality for rotating the camera, detecting hostile targets, and more.
| ASecurityCameraPawn::ASecurityCameraPawn | ( | ) |
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
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Implements IPhysicsPickup.
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Implements IPhysicsPickup.
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Reimplemented from ADefenseSystemPawn.
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Implements IPhysicsPickup.
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Implements IPhysicsPickup.
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Reimplemented from ADefenseSystemPawn.
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Reimplemented from ADefenseSystemPawn.
| void ASecurityCameraPawn::OnSnappedToObject | ( | const bool | bValue | ) |
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Reimplemented from ADefenseSystemPawn.
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Implements IPhysicsPickup.
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Only Fires when Someone is Hostile, Alive, and a Character
Reimplemented from ADefenseSystemPawn.
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How close to the target rotation before it's counted as a goal
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How Much of the player is needed to be visible to keep tracking