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Space Plunder
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This class represents a weapon pickup pad in the game. More...
#include <WeaponPickupPad.h>
Public Member Functions | |
| AWeaponPickupPad () | |
| virtual void | OnConstruction (const FTransform &Transform) override |
| virtual void | Tick (float DeltaTime) override |
| void | OnOverlapBegin (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepHitResult) |
| void | CheckForExistingOverlaps () |
| void | AttemptPickUpWeapon (APawn *Pawn) |
| void | OnRep_WeaponAvailability () |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| void | StartCoolDown () |
| void | ResetCoolDown () |
| void | OnCoolDownTimerComplete () |
| void | SetWeaponPickupVisibility (bool bShouldBeVisible) |
| void | PlayPickupEffects () |
| void | PlayRespawnEffects () |
Protected Attributes | |
| TObjectPtr< UCapsuleComponent > | CollisionVolume |
| USceneComponent * | RootSceneComponent |
| TObjectPtr< UStaticMeshComponent > | PadMesh |
| TObjectPtr< USkeletalMeshComponent > | WeaponMesh |
| FWeaponData_T | WeaponDefinition |
| bool | bIsWeaponAvailable |
| float | CoolDownTime |
| float | CheckExistingOverlapDelay |
| float | CoolDownPercentage |
| float | WeaponMeshRotationSpeed |
| FTimerHandle | CoolDownTimerHandle |
| FTimerHandle | CheckOverlapsDelayTimerHandle |
This class represents a weapon pickup pad in the game.
Weapons can be spawned on these pads and picked up by players. Players can pick the weapon up again after a cooldown.
| AWeaponPickupPad::AWeaponPickupPad | ( | ) |
| void AWeaponPickupPad::AttemptPickUpWeapon | ( | APawn * | Pawn | ) |
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| void AWeaponPickupPad::CheckForExistingOverlaps | ( | ) |
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| void AWeaponPickupPad::OnOverlapBegin | ( | UPrimitiveComponent * | OverlappedComponent, |
| AActor * | OtherActor, | ||
| UPrimitiveComponent * | OtherComp, | ||
| int32 | OtherBodyIndex, | ||
| bool | bFromSweep, | ||
| const FHitResult & | SweepHitResult ) |
| void AWeaponPickupPad::OnRep_WeaponAvailability | ( | ) |
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