UGKFogOfWarStrategy#
Defined in File GK_FoW_Strategy.h
Inheritance Relationships#
Base Type#
public UObject
Derived Types#
public UGKRayCasting_Line
(Class UGKRayCasting_Line)public UGKShadowCasting
(Class UGKShadowCasting)
Class Documentation#
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class UGKFogOfWarStrategy : public UObject#
Subclassed by UGKRayCasting_Line, UGKShadowCasting
Public Functions
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UGKFogOfWarStrategy()#
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inline virtual bool SupportVisbilityQuery() const#
return true when
IsVisible
is implemented
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inline bool IsVisible(FGenericTeamId SeerTeam, AActor const *Target) const#
return true if the Seer team sees the target actor
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inline virtual bool IsVisible(FGenericTeamId SeerTeam, FVector Loc) const#
return true if the Seer team sees the target actor
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virtual void Initialize(class AGKFogOfWarVolume *Volume)#
Initialize the strategy internal data given its fog volume.
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inline virtual void SetupActor(class UGKFogOfWarComponent *Component)#
Give the opportunity to the strategy to tweak the actor before play begin.
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inline virtual bool SupportsParallelExecution()#
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inline virtual void Stop()#
Stop fog of war drawing.
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inline virtual void PreFactionFogDraw()#
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virtual void DrawFactionFogDebug(class AGKFogOfWarTeam *FactionFog)#
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virtual void DrawFactionFog(class AGKFogOfWarTeam *FactionFog)#
Draw the fog of war for each factions.
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inline virtual void PostFactionFogDraw(class AGKFogOfWarTeam *FactionFog)#
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inline virtual void DrawLineOfSight(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *c)#
Draw the line of sight using the right method.
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void DebugDrawComponent(class UGKFogOfWarComponent *c)#
Draw debug information related to the fog of war component.
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void DebugDrawPoint(FVector Center, FLinearColor Color = FLinearColor::White, float Radius = 26.f)#
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inline virtual MatrixByte const *GetFactionTextureCPU(FName name) const#
Return the CPU buffer used to draw the fog of war.
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inline virtual class UTexture *GetFactionTexture(FName name, bool CreateRenderTarget = true)#
Retrieve the Texture used to draw the fog of war for a given faction.
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inline virtual class UTexture *GetPreviousFrameFactionTexture(FName name, bool CreateRenderTarget = true)#
Retrieve the Texture used to draw the fog of war for a given faction.
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inline void OnNewFaction(FName Name)#
Called when a new faction is added.
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void AddVisibleActor(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *SourceComp, class AActor *Actor)#
Check if actor has a FogOfWar component, is so trigger the OnSighted event.
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void AddVisibleComponent(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *SourceComp, class UGKFogOfWarComponent *SightedComp)#
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inline virtual UTexture2D *RetrieveBlockingTexture(UTexture2D *DestTexture = nullptr)#
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inline bool IsInitialized() const#
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UGKFogOfWarStrategy()#