Modular Turret C++ Plugin
Version 3
Turret C++ Unreal engine 4 plugin
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Public Member Functions | |
AMortarProjectile () | |
void | ExplosionEvent () |
float | GetDestoryDelay () const |
float | GetProjectileDamage () const |
void | SetAvoidSameTeamDamage (const bool &ShouldAvoidSameDamage) |
void | SetDestroyDelay (const float &DestroyDelay) |
void | SetProjectileDamage (const float &ProjectileDamage) |
bool | ShouldAvoidSameTeamDamage () const |
Protected Member Functions | |
virtual void | BeginPlay () override |
virtual void | OnHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit) |
virtual void | ProjectileDestroyerTimer () |
Protected Attributes | |
bool | bAvoidSameTeamDamage = false |
UStaticMeshComponent * | CollisionMesh = nullptr |
float | DestroyDelay = 2.f |
class URadialForceComponent * | ExplosionForce = nullptr |
UParticleSystemComponent * | ImpactBlast = nullptr |
class USoundBase * | ImpactSound |
UParticleSystemComponent * | LaunchBlast = nullptr |
class UNiagaraComponent * | NiagaraImpactBlast = nullptr |
class UNiagaraComponent * | NiagaraLaunchBlast = nullptr |
class UNiagaraComponent * | NiagaraTrailParticle = nullptr |
float | ProjectileDamage = 10.f |
class UProjectileMovementComponent * | ProjectileMovement = nullptr |
UParticleSystemComponent * | TrailParticle = nullptr |
Projectile Base class which includes all the logic of projectile launching damaging etc
AMortarProjectile::AMortarProjectile | ( | ) |
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overrideprotectedvirtual |
Called when the game starts or when spawned
void AMortarProjectile::ExplosionEvent | ( | ) |
Event Called Before Doing Blast This is a blueprintImplementableEvent which has to be used in blueprint
float AMortarProjectile::GetDestoryDelay | ( | ) | const |
Gets Destory Delay for Each Projectile After it hits a surface return Float Variable Containing Projectile Delay
float AMortarProjectile::GetProjectileDamage | ( | ) | const |
Gets Damage Done by Each Projectile Hit on the Character return Float Variable Containing Projectile Damage
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protectedvirtual |
On Every Collision of Projectile This Function will be called.This is Called on ComponentHit Function of Collision Mesh of Projectile Mesh.
Reimplemented in AMortarMineProjectile.
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protectedvirtual |
Function To Delete Projectiles Actor
void AMortarProjectile::SetAvoidSameTeamDamage | ( | const bool & | ShouldAvoidSameDamage | ) |
Sets whether same team damage is allowed or not
[in] | ShouldAvoidSameDamage | Boolean Value true to avoid same team damage ,false otherwise |
void AMortarProjectile::SetDestroyDelay | ( | const float & | DestroyDelay | ) |
Sets Time after which each Projectile will get destroyed after hitting the target Avoid Keeping the value too big for performance issue
[in] | DestroyDelay | Projectile Destroy Delay |
void AMortarProjectile::SetProjectileDamage | ( | const float & | ProjectileDamage | ) |
Sets Projectile Done by each projectile Hit
[in] | ProjectileDamage | Projectile Damage Amount |
bool AMortarProjectile::ShouldAvoidSameTeamDamage | ( | ) | const |
Returns True if Same Team Damage is off, false otherwise
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protected |
Whether To Avoid Same Team Damage
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protected |
Mesh of projectile Which will enable collision event
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protected |
Time after which projectiles will be deleted. Avoid keep it too large
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protected |
This is impulse Force x change in time see wikipedia
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protected |
Particle System That will be emitted on impact
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protected |
Sound Played on Particle Hit
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protected |
Particle System That will be emitted on Launch from Mortar Gun
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protected |
Particle System That will be emitted on impact
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protected |
Particle System That will be emitted on Launch from Mortar Gun
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protected |
Particle System That will be used on the Projectile Mesh like Smoke Trail etc
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protected |
Damage To Be Done By each Projectile on Successfull Hit
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protected |
Projectile Movement For Movement of Projectile
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protected |
Particle System That will be used on the Projectile Mesh like Smoke Trail etc