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Space Plunder
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#include <ALSDebugComponent.h>
Public Member Functions | |
| UALSDebugComponent () | |
| virtual void | BeginPlay () override |
| void | OnPlayerControllerInitialized (APlayerController *Controller) |
| virtual void | TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override |
| virtual void | OnComponentDestroyed (bool bDestroyingHierarchy) override |
| void | UpdateColoringSystem () |
| void | DrawDebugSpheres () |
| void | SetResetColors () |
| void | SetDynamicMaterials () |
| void | ToggleGlobalTimeDilationLocal (float TimeDilation) |
| void | ToggleSlomo () |
| void | ToggleHud () |
| void | ToggleDebugView () |
| void | OpenOverlayMenu (bool bValue) |
| void | OverlayMenuCycle (bool bValue) |
| void | ToggleDebugMesh () |
| void | ToggleTraces () |
| void | ToggleDebugShapes () |
| void | ToggleLayerColors () |
| void | ToggleCharacterInfo () |
| bool | GetDebugView () |
| bool | GetShowTraces () |
| bool | GetShowDebugShapes () |
| bool | GetShowLayerColors () |
| void | FocusedDebugCharacterCycle (bool bValue) |
Static Public Member Functions | |
| static void | DrawDebugLineTraceSingle (const UWorld *World, const FVector &Start, const FVector &End, EDrawDebugTrace::Type DrawDebugType, bool bHit, const FHitResult &OutHit, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime) |
| static void | DrawDebugCapsuleTraceSingle (const UWorld *World, const FVector &Start, const FVector &End, const FCollisionShape &CollisionShape, EDrawDebugTrace::Type DrawDebugType, bool bHit, const FHitResult &OutHit, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime) |
| static void | DrawDebugSphereTraceSingle (const UWorld *World, const FVector &Start, const FVector &End, const FCollisionShape &CollisionShape, EDrawDebugTrace::Type DrawDebugType, bool bHit, const FHitResult &OutHit, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime) |
Public Attributes | |
| TObjectPtr< AALSBaseCharacter > | OwnerCharacter |
| bool | bSlomo = false |
| bool | bShowHud = false |
| bool | bShowCharacterInfo = false |
| TObjectPtr< USkeletalMesh > | DebugSkeletalMesh = nullptr |
| TArray< TObjectPtr< AALSBaseCharacter > > | AvailableDebugCharacters |
| TObjectPtr< AALSBaseCharacter > | DebugFocusCharacter = nullptr |
Protected Member Functions | |
| void | DetectDebuggableCharactersInWorld () |
Private Attributes | |
| bool | bNeedsColorReset = false |
| bool | bDebugMeshVisible = false |
| TObjectPtr< USkeletalMesh > | DefaultSkeletalMesh = nullptr |
| int32 | FocusedDebugCharacterIndex = INDEX_NONE |
Static Private Attributes | |
| static bool | bDebugView = false |
| static bool | bShowTraces = false |
| static bool | bShowDebugShapes = false |
| static bool | bShowLayerColors = false |
| UALSDebugComponent::UALSDebugComponent | ( | ) |
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overridevirtual |
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protected |
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static |
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static |
Util for drawing result of single line trace
| void UALSDebugComponent::DrawDebugSpheres | ( | ) |
Implement on BP to draw debug spheres
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static |
| void UALSDebugComponent::FocusedDebugCharacterCycle | ( | bool | bValue | ) |
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inline |
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inline |
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inline |
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inline |
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overridevirtual |
| void UALSDebugComponent::OnPlayerControllerInitialized | ( | APlayerController * | Controller | ) |
| void UALSDebugComponent::OpenOverlayMenu | ( | bool | bValue | ) |
| void UALSDebugComponent::OverlayMenuCycle | ( | bool | bValue | ) |
| void UALSDebugComponent::SetDynamicMaterials | ( | ) |
Implemented on BP to set dynamic color materials for debugging
| void UALSDebugComponent::SetResetColors | ( | ) |
Implemented on BP to set/reset layering colors
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overridevirtual |
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inline |
| void UALSDebugComponent::ToggleDebugMesh | ( | ) |
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inline |
| void UALSDebugComponent::ToggleDebugView | ( | ) |
| void UALSDebugComponent::ToggleGlobalTimeDilationLocal | ( | float | TimeDilation | ) |
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inline |
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inline |
| void UALSDebugComponent::ToggleSlomo | ( | ) |
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inline |
| void UALSDebugComponent::UpdateColoringSystem | ( | ) |
Implemented on BP to update layering colors
| TArray<TObjectPtr<AALSBaseCharacter> > UALSDebugComponent::AvailableDebugCharacters |
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private |
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staticprivate |
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private |
| bool UALSDebugComponent::bShowCharacterInfo = false |
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staticprivate |
| bool UALSDebugComponent::bShowHud = false |
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staticprivate |
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staticprivate |
| bool UALSDebugComponent::bSlomo = false |
| TObjectPtr<AALSBaseCharacter> UALSDebugComponent::DebugFocusCharacter = nullptr |
| TObjectPtr<USkeletalMesh> UALSDebugComponent::DebugSkeletalMesh = nullptr |
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private |
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private |
Stores the index, which is used to select the next focused debug ALSBaseCharacter. If no characters where found during BeginPlay the value should be set to INDEX_NONE.
| TObjectPtr<AALSBaseCharacter> UALSDebugComponent::OwnerCharacter |