ASpawner¶
#include <Spawner.h>
Inherits from AActor
Inherited by AGroupSpawner, ASeatSpawner, ASimpleSpawner
Public Functions¶
Name | |
---|---|
ASpawner() | |
void | Cinematics_BecameNextSpawner(ATBLPlayerController * Controller) |
void | Cinematics_ControllerPossessedPawn(ATBLPlayerController * Controller, ATBLCharacter * Pawn) |
void | Cinematics_StartAllowingControl(ATBLCharacter * Character) |
void | ConditionalStopSpawning() |
void | GenerateSpawnComponents() |
int32 | GetMaxPlayerCount() const |
int32 | GetMinPlayerCount() const |
int32 | GetRemainingReservations() const |
USceneComponent * | GetSpawnLocationAndComponent(int32 Index, FTransform & OutTransform, float & SpawnRadius, float & SpawnHalfHeight) const |
ASpawnWave * | GetSpawnWave() |
TArray< ATBLCharacter * > | GetSpawnedCharacters() |
float | GetSpawnerScoreForAllPlayers() const |
float | GetSpawnerScoreForFaction([[EFaction]] Faction) const |
int32 | GetTotalReservations() const |
void | HandleOnCustomizationJobsEmptied() |
bool | IsChildSpawner() const |
bool | IsPendingLock() const |
int32 | IsThereAPlayerTooClose([[EFaction]] Faction, int32 LocationIndex, bool bIsSpawningIn) const |
bool | IsWaveLocked() const |
void | LockingWaveDestroyed(AActor * DestroyedSpawnWave) |
void | OnPossessedCharacter(ATBLCharacter * Character, AController * Controller) |
void | OnSpawnedCharacter(ATBLCharacter * NewCharacter, USceneComponent * SpawnComp) |
void | OnSpawningCharacter(const FTransform & SpawningTransform) |
void | OverrideNextSpawnWaveSpecialSpawnSpec(TSubclassOf< USpecialSpawnSpec > NewSpecialSpawnSpec) |
void | RequestSpawnQueueSlot() |
void | SetupComponentsArray() |
ATBLCharacter * | SpawnCharacter(const FTransform & SpawnTransform, TSubclassOf< ATBLCharacter > Class, AController * Controller) |
AForcedRespawnSpawnWave * | StartForcedSpawning(AController * SpawnController, const FSpawnWaveParamOverrides & InSpawnWaveParams) |
AForwardSpawnWave * | StartForwardSpawning(const TArray< APawn * > & PawnsAllowedToSpawn, const FSpawnWaveParamOverrides & InSpawnWaveParams) |
ASpawnWave * | StartSpawning([[EFaction]] Faction, const FSpawnWaveParamOverrides & InSpawnWaveParams) |
Protected Functions¶
Name | |
---|---|
void | HandleAddedReservation(const FSpawnerSpawnReservation & Reservation) |
bool | IsValidSpawnLocation(const FTransform & OutTransform, TSubclassOf< APawn > PawnClass) const |
void | RequestSpawnerScoreUpdate() |
Public Attributes¶
Name | |
---|---|
float | CameraInterpTime |
float | ColumnSpacing |
int32 | Columns |
float | LastSpawnTime |
float | MinimumPlayerDistance |
float | MinimumVulnerabilityTime |
int32 | NextReservationToSpawn |
FPossessedCharacter | OnSpawnerPossessedCharacter |
FSpawnerSpawnedCharacter | OnSpawnerSpawnedCharacter |
FSpawningEnded | OnSpawningEnded |
FSpawningStarted | OnSpawningStarted |
TArray< ATBLCharacter * > | PendingPossessCharacters |
float | PostSpawnPossesionTime |
float | RowOffsetPercent |
float | RowSpacing |
int32 | Rows |
float | SnapToGroundDistance |
int32 | SpawnLocationIndex |
TArray< FSpawnerSpawnReservation > | SpawnReservations |
FSpawnWaveParamOverrides | SpawnWaveParams |
TArray< ATBLCharacter * > | SpawnedCharacters |
float | SpawnerScoreMultiplier |
FSpawnScoringConfig | SpawningConfig |
FVector | StartCameraOffset |
FRotator | StartCameraRotation |
FTransform | StartingSpawnerTransform |
float | TimeBeforeVulnerable |
bool | bPrioritizeFrontmost |
bool | bSkipLocationValidation |
Protected Attributes¶
Name | |
---|---|
float | DelayBeforeSpawningStops |
TSubclassOf< USpecialSpawnSpec > | SpecialSpawnSpecOverride |
bool | bAllowInvalidSpawnLocation |
bool | bSkipPawnOverlapTest |
Updated on 2025-01-21 at 09:02:23 +0100