UGKRayCasting_Line#
Defined in File GK_FoW_RayCasting_V1.h
Inheritance Relationships#
Base Type#
public UGKFogOfWarStrategy
(Class UGKFogOfWarStrategy)
Derived Type#
public UGKRayCasting_Triangle
(Class UGKRayCasting_Triangle)
Class Documentation#
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class UGKRayCasting_Line : public UGKFogOfWarStrategy#
Subclassed by UGKRayCasting_Triangle
Public Functions
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UGKRayCasting_Line()#
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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 bool SupportVisbilityQuery() const override#
return true when
IsVisible
is implemented
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virtual void SetupActor(class UGKFogOfWarComponent *Component) override#
Give the opportunity to the strategy to tweak the actor before play begin.
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void SetCollisionFoWResponse(class UGKFogOfWarComponent *Component, UPrimitiveComponent *Primitive, ECollisionChannel Channel)#
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virtual bool IsVisible(FGenericTeamId SeerTeam, FVector Loc) const override#
return true if the Seer team sees the location This might be slow; it has the query the render target directly UE usually expects that kind of thing to only happen when the editor is on
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virtual void DrawFactionFog(class AGKFogOfWarTeam *FactionFog)#
Draw the fog of war for each factions.
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virtual void DrawLineOfSight(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *c)#
Draw the line of sight using the right method.
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virtual class UTexture *GetFactionTexture(FName name, bool bCreateRenderTarget = true)#
Retrieve the Texture used to draw the fog of war for a given faction.
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class UCanvasRenderTarget2D *GetFactionRenderTarget(FName name, bool bCreateRenderTarget = true)#
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class UCanvasRenderTarget2D *GetFactionRenderTarget(FName Name) const#
Public Members
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TEnumAsByte<ECollisionChannel> FogOfWarCollisionChannel#
Collision Channel used to draw the line of sight.
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class UMaterialInterface *UnobstructedVisionMaterial#
Material used to draw unobstructed vision.
Protected Functions
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virtual void DrawObstructedLineOfSight(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c)#
Draw the line of sight using LineTrace.
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virtual void DrawUnobstructedLineOfSight(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c)#
Draw the ligne of sight using a material (no collision)
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void DrawUnobstructedLineOfSight_Draw(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c)#
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void DrawLines(class UGKFogOfWarComponent *c)#
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class UCanvasRenderTarget2D *CreateRenderTarget()#
Protected Attributes
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TArray<FGKLinePoints> Lines#
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TMap<FName, class UCanvasRenderTarget2D*> FogFactions#
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TArray<AActor*> ActorsToIgnore#
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bool DrawingFog#
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UGKRayCasting_Line()#