Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- GameFramework.GameExplosionActor
Constants Summary |
---|
Inherited Contants from Core.Object |
---|
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
---|
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
---|
Inherited Enumerations from Engine.Actor |
---|
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Inherited Enumerations from Core.Object |
---|
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
---|
Inherited Structures from Engine.Actor |
---|
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
---|---|---|
![]() | float | BoxDistanceToPoint (vector Start, Box BBox) |
![]() | CameraShake | ChooseCameraShake (vector Epicenter, PlayerController PC)) |
![]() | DelayedExplosionDamage ())) | |
![]() | DoExplosionCameraEffects ())) | |
![]() | DoExplosionDamage (bool bCauseDamage, bool bCauseEffects)) | |
![]() | bool | DoFullDamageToActor (Actor Victim)) |
![]() | DrawDebug ())) | |
![]() | Explode (GameExplosion NewExplosionTemplate, optional vector Direction)) | |
![]() | float | GetEffectCheckRadius ())) |
![]() | PhysicalMaterial | GetPhysicalMaterial ())) |
![]() | bool | IsBehindExplosion (Actor A)) |
![]() | PreBeginPlay ())) | |
![]() | SpawnCameraLensEffects ())) | |
![]() | SpawnExplosionDecal () | |
![]() | SpawnExplosionFogVolume () | |
![]() | SpawnExplosionParticleSystem (ParticleSystem Template) | |
![]() | SpecialPawnEffectsFor (GamePawn VictimPawn, float VictimDist) | |
![]() | Tick (float DeltaTime )) | |
![]() | UpdateExplosionTemplateWithPerMaterialFX (PhysicalMaterial PhysMaterial) |
Variables Detail |
---|
Are we attached to something? Used to attach FX for stuff like the smoke grenade.
Toggles debug explosion rendering.
True if explosion has occurred.
Minimum dot product for explosion to be able to affect a point. Used as an optimization for directional explosions.
Forward dir for directional explosions.
The actual light used for the explosion.
Temp data for radial blur fading.
Temp reference to the explosion template, used for delayed damage
This the saved off hit actor and location from the GetPhysicalMaterial trace so we can see if it is a FluidSurfaceActor and then apply some forces to it
player responsible for damage
Temp data for light fading.
Used to push physics when explosion goes off.
True if this actor can explode more than once and doesn't die after an explosion. Used by placable actors whose explosions are triggered via matinee
Functions Detail |
---|
Returns distance from bounding box to point
Internal. When using directional camera shakes, used to determine which anim to use. @todo: nativise for speed?
Does damage modeling and application for explosions @PARAM bCauseDamage if true cause damage to actors within damage radius @PARAM bCauseEffects if true apply other affects to actors within appropriate radii
@todo break this up into the same methods that NanoWeapon uses (SpawnImpactEffects, SpawnImpactSounds, SpawnImpactDecal) as they are all orthogonal and so indiv subclasses can choose to have base functionality or override
@param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
Return the desired radius to check for actors which get effects from explosion
Internal. Tries to find a physical material for the surface the explosion occurred upon. @note: It sucks doing an extra trace here. We could conceivably pass the physical material info around by changing the lower level physics code (e.g. processHitWall), but that's a big engine-level change.
Spawns the camera lens effect(s) if needed by this explosion
Handle making pawns cringe or fall down from nearby explosions. Server only.
Internal. Extract what data we can from the physical material-based effects system and stuff it into the ExplosionTemplate. Data in the physical material will take precedence. We are also going to be checking for relevance here as when any of these params are "none" / invalid we do not play those effects in Explode(). So this way we avoid any work on looking things up in the physmaterial
Defaultproperties |
---|
defaultproperties { RemoteRole=ROLE_None bExplodeMoreThanOnce = False; Begin Object Class=RB_RadialImpulseComponent Name=ImpulseComponent0 End Object RadialImpulseComponent=ImpulseComponent0 Components.Add(ImpulseComponent0) } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |