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Space Plunder
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Represents a weapon pickup in the game. More...
#include <WeaponPickup.h>
Public Member Functions | |
| AWeaponPickup (const FObjectInitializer &ObjectInitializer) | |
| virtual void | WeaponDroppedEvent (const FWeaponData_T &DroppedWeaponData) override |
| virtual void | AddImpulseToWeapon (const FVector &Impulse, const FName &BoneName=NAME_None, const bool bVelChange=false) override |
| virtual void | OnFinishSpawning () override |
| virtual void | MulticastOnFinishSpawning () |
Public Member Functions inherited from AInteractableActorWithPrompt | |
| AInteractableActorWithPrompt () | |
Public Member Functions inherited from AInteractableActor | |
| AInteractableActor () | |
| 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) |
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 | OnConstruction (const FTransform &Transform) override |
| virtual void | BeginPlay () override |
| void | SetMesh () const |
| void | SetAttachments () |
| void | AddAttachment (const FString &AttachmentID) |
| virtual void | Multicast_WeaponDroppedEvent (const FWeaponData_T &DroppedWeaponData) |
| virtual void | OnInteract (AActor *Caller, const int32 InteractionType) override |
| virtual void | InteractionComplete () override |
| virtual void | OnEndInteract (AActor *Caller) override |
| virtual bool | OnOverlap (AActor *Caller) override |
| virtual void | StartFocus () override |
| virtual void | EndFocus () override |
| virtual void | ToggleSwitch (AActor *Caller, bool bOn) override |
| virtual FVector | GetInteractionLocation () const override |
| virtual UPrimitiveComponent * | GetGrabComponent () const override |
Protected Member Functions inherited from AInteractableActorWithPrompt | |
| void | OnInteractionComplete (AActor *Caller) |
| void | HideButtonPrompt () |
Protected Member Functions inherited from AInteractableActor | |
| virtual void | Tick (float DeltaTime) override |
| virtual void | SetMeshOutline (const bool bValue) |
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 | |
| bool | bManuallySpawned = true |
| FString | WeaponID = "DefaultWeapon" |
| bool | bOverrideWeaponData = false |
| FWeaponData_T | WeaponPickupData |
| class USkeletalMeshComponent * | GunMesh |
| class UCapsuleComponent * | CapsuleComponent |
Protected Attributes inherited from AInteractableActorWithPrompt | |
| class UInteractionPromptComponent * | InteractionPromptComponent |
| class USphereComponent * | InteractionPromptCollision |
| class USceneComponent * | SceneRootComponent |
| bool | bHasProgress = true |
| float | PromptHeight = 75.0f |
| AActor * | CurrentInteractCaller = nullptr |
| float | HidePromptTime = 2.5f |
Protected Attributes inherited from AInteractableActor | |
| class UInteractableActorComponent * | InteractableActorComponent |
| class UAudioReactionComponent * | AudioReactionComponent |
| class UAIPerceptionStimuliSourceComponent * | PerceptionStimuliComponent |
Protected Attributes inherited from AActorBase | |
| FString | DisplayName = "Display Name" |
| bool | bDebuggingMode = false |
Represents a weapon pickup in the game.
This class inherits from AActor and implements several interfaces for interaction and pickup functionality.
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Implements IWeaponPickupInterface.
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Reimplemented from AInteractableActorWithPrompt.
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Reimplemented from AInteractableActorWithPrompt.
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Implements IWeaponPickupInterface.
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If the weapon has been placed in the world, false if a player is dropping a weapon
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If we want it to spawn with custom weapon data, used for player dropped weapons and custom spawns
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What Weapon it is, Will get the Default Weapon data from a DataTable
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