#include <OrbitalLaser.h>
◆ BeginPlay()
| void AOrbitalLaser::BeginPlay |
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◆ Charging()
| void AOrbitalLaser::Charging |
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◆ CleanUp()
| void AOrbitalLaser::CleanUp |
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◆ Explosion()
| void AOrbitalLaser::Explosion |
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◆ Finishing()
| void AOrbitalLaser::Finishing |
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◆ Firing()
| void AOrbitalLaser::Firing |
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◆ FiringComplete()
| void AOrbitalLaser::FiringComplete |
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◆ GetChargeTime()
| float AOrbitalLaser::GetChargeTime |
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const |
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◆ GetDamageRadius()
| float AOrbitalLaser::GetDamageRadius |
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const |
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◆ GetExplosionRadius()
| float AOrbitalLaser::GetExplosionRadius |
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const |
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◆ GetFinishingTime()
| float AOrbitalLaser::GetFinishingTime |
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const |
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inline |
◆ GetFiringTime()
| float AOrbitalLaser::GetFiringTime |
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const |
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◆ GetState()
◆ OnChargingStart()
| void AOrbitalLaser::OnChargingStart |
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◆ OnFinishingStart()
| void AOrbitalLaser::OnFinishingStart |
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◆ OnFiringStart()
| void AOrbitalLaser::OnFiringStart |
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◆ OnRep_State()
| void AOrbitalLaser::OnRep_State |
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◆ SetExplosionRadius()
| void AOrbitalLaser::SetExplosionRadius |
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float |
NewExplosionRadius | ) |
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◆ TraceOrbitalLaser()
| void AOrbitalLaser::TraceOrbitalLaser |
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◆ UpdateState()
◆ ActorToSpawnOnExplosion
| TSubclassOf<AActor> AOrbitalLaser::ActorToSpawnOnExplosion = NULL |
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◆ BaseLaserDamage
| float AOrbitalLaser::BaseLaserDamage = 300.f |
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Damage will not fall below this if within the laser range
◆ CachedHits
| TArray<FHitResult> AOrbitalLaser::CachedHits |
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◆ ChargeTime
| float AOrbitalLaser::ChargeTime = 1.0f |
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◆ ChargingTimerHandle
| FTimerHandle AOrbitalLaser::ChargingTimerHandle |
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◆ DamageFallOff
| float AOrbitalLaser::DamageFallOff = 0.7 |
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Describes amount of exponential damage falloff
◆ DamageRadius
| float AOrbitalLaser::DamageRadius = 1.0f |
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Outside DamageRadius, no laser damage is applied
◆ FinishDuration
| float AOrbitalLaser::FinishDuration = 1.0f |
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◆ FinishingTimerHandle
| FTimerHandle AOrbitalLaser::FinishingTimerHandle |
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◆ FiringTime
| float AOrbitalLaser::FiringTime = 1.0f |
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◆ FiringTimerHandle
| FTimerHandle AOrbitalLaser::FiringTimerHandle |
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◆ LaserHeight
| float AOrbitalLaser::LaserHeight = 1.0f |
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◆ MaxDamageRadius
| float AOrbitalLaser::MaxDamageRadius = 200.0f |
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Within MaxDamageRadius, apply the laser's max damage
◆ MinDamage
| float AOrbitalLaser::MinDamage = 1.0f |
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Damage will not fall below this if within the laser range
◆ ObjectTypes
| TArray<TEnumAsByte<EObjectTypeQuery> > AOrbitalLaser::ObjectTypes |
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◆ State
The documentation for this class was generated from the following files: