XII Release 0.1.0
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xiiProjectileComponent Class Reference

Shoots a game object in a straight line and uses physics raycasts to detect hits. More...

#include <ProjectileComponent.h>

Inheritance diagram for xiiProjectileComponent:
[legend]

Public Member Functions

virtual void SerializeComponent (xiiWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (xiiWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream.
 
void SetFallbackSurfaceFile (xiiStringView sFile)
 If the projectile reaches its maximum lifetime it can spawn this prefab.
 
xiiStringView GetFallbackSurfaceFile () const
 
- Public Member Functions inherited from xiiComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state.
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
 
bool IsActive () const
 Checks whether this component is in an active state.
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized.
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well.
 
xiiComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const xiiComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
xiiGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const xiiGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
xiiWorldGetWorld ()
 Returns the corresponding world for this component.
 
const xiiWorldGetWorld () const
 Returns the corresponding world for this component.
 
xiiComponentHandle GetHandle () const
 Returns a handle to this component.
 
xiiUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (xiiUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg)
 Sends a message to this component.
 
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg) const
 
void PostMessage (const xiiMessage &msg, xiiTime delay=xiiTime::MakeZero(), xiiObjectMsgQueueType::Enum queueType=xiiObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const xiiMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (xiiUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (xiiUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds xiiObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the xiiObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from xiiReflectedClass
virtual const xiiRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const xiiRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T>
XII_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Public Attributes

float m_fMetersPerSecond
 The speed at which the projectile flies.
 
float m_fGravityMultiplier
 If 0, the projectile is not affected by gravity.
 
bool m_bSpawnPrefabOnStatic
 
xiiUInt8 m_uiCollisionLayer
 Defines which other physics objects the projectile will collide with.
 
xiiBitflags< xiiPhysicsShapeType > m_ShapeTypesToHit
 A broad filter to ignore certain types of colliders.
 
xiiTime m_MaxLifetime
 After this time the projectile is removed, if it didn't hit anything yet.
 
xiiSurfaceResourceHandle m_hFallbackSurface
 If the projectile hits something that has no valid surface, this surface is used instead.
 
xiiHybridArray< xiiProjectileSurfaceInteraction, 12 > m_SurfaceInteractions
 Specifies how the projectile interacts with different surface types.
 
xiiPrefabResourceHandle m_hDeathPrefab
 If the projectile reaches its maximum lifetime it can spawn this prefab.
 

Protected Member Functions

virtual void OnSimulationStarted () override
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
- Protected Member Functions inherited from xiiComponent
 xiiComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual xiiWorldModuleTypeId GetTypeId () const =0
 
virtual xiiComponentMode::Enum GetMode () const =0
 
virtual void Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
virtual void OnActivated ()
 This method is called when the component gets activated.
 
virtual void OnDeactivated ()
 This method is called when the component gets deactivated.
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Additional Inherited Members

- Static Public Member Functions inherited from xiiNoBase
static const xiiRTTIGetStaticRTTI ()
 
- Protected Attributes inherited from xiiComponent
const xiiRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

Shoots a game object in a straight line and uses physics raycasts to detect hits.

When a raycast detects a hit, the surface information is used to determine how the projectile should proceed and which prefab it should spawn as an effect.

Member Function Documentation

◆ DeserializeComponent()

void xiiProjectileComponent::DeserializeComponent ( xiiWorldReader & ref_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from xiiComponent.

◆ OnSimulationStarted()

void xiiProjectileComponent::OnSimulationStarted ( )
overrideprotectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only executed once, even if the xiiWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from xiiComponent.

◆ SerializeComponent()

void xiiProjectileComponent::SerializeComponent ( xiiWorldWriter & ref_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from xiiComponent.


The documentation for this class was generated from the following files: