Modular Turret C++ Plugin  Version 3
Turret C++ Unreal engine 4 plugin
UMortarResourceManager Class Reference
+ Inheritance diagram for UMortarResourceManager:
+ Collaboration diagram for UMortarResourceManager:

Public Member Functions

void AddToPool (class AActor *ActorToAdd, TSubclassOf< AActor > SubClass)
 
void InitializeResourceManagement ()
 
bool RemoveFromPool (class AActor *ActorToRemove, TSubclassOf< AActor > SubClass)
 

Private Member Functions

virtual void Initialize (FSubsystemCollectionBase &Collection)
 
void SetResourceCount (const TMap< TSubclassOf< class AActor >, int32 > &ResourceCount)
 
virtual bool ShouldCreateSubsystem (UObject *Outer) const
 

Private Attributes

FCriticalSection ArrayProtectorMutex
 
int32 MaxOneTimeDelete
 
TMap< TSubclassOf< class AActor >, int32 > PerResourceCount
 
TMap< TSubclassOf< AActor >, TArray< AActor * > > ResourcePool
 

Member Function Documentation

◆ AddToPool()

void UMortarResourceManager::AddToPool ( class AActor *  ActorToAdd,
TSubclassOf< AActor >  SubClass 
)

◆ Initialize()

virtual void UMortarResourceManager::Initialize ( FSubsystemCollectionBase &  Collection)
privatevirtual

Initializes Subsystem

◆ InitializeResourceManagement()

void UMortarResourceManager::InitializeResourceManagement ( )

Event Called on Initializing subsystem which will be handled in blueprint The Blueprint should specify the actors and the number of maximum actors that can be spawned

◆ RemoveFromPool()

bool UMortarResourceManager::RemoveFromPool ( class AActor *  ActorToRemove,
TSubclassOf< AActor >  SubClass 
)

◆ SetResourceCount()

void UMortarResourceManager::SetResourceCount ( const TMap< TSubclassOf< class AActor >, int32 > &  ResourceCount)
private

◆ ShouldCreateSubsystem()

virtual bool UMortarResourceManager::ShouldCreateSubsystem ( UObject *  Outer) const
inlineprivatevirtual

Member Data Documentation

◆ ArrayProtectorMutex

FCriticalSection UMortarResourceManager::ArrayProtectorMutex
private

Mutex for protecting TArray

◆ MaxOneTimeDelete

int32 UMortarResourceManager::MaxOneTimeDelete
private

Max No of Actors To destory when limit exceeds. By Default 10

◆ PerResourceCount

TMap<TSubclassOf<class AActor>, int32> UMortarResourceManager::PerResourceCount
private

Map Containing Per Resource Max Count

◆ ResourcePool

TMap<TSubclassOf<AActor>, TArray<AActor*> > UMortarResourceManager::ResourcePool
private

Map Containing Tarray of Actors For each type of actor Specified This is a pool Which stores all the actors used


The documentation for this class was generated from the following file: