◆ BarrageDone()
| void SCR_BarrageEffectsModule.BarrageDone |
( |
| ) |
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protected |
◆ BarrageUpdateLoop()
| void SCR_BarrageEffectsModule.BarrageUpdateLoop |
( |
| ) |
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◆ CancelModule()
| override void SCR_BarrageEffectsModule.CancelModule |
( |
| ) |
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◆ CanLoop()
| override bool SCR_BarrageEffectsModule.CanLoop |
( |
| ) |
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◆ CanPause()
| override bool SCR_BarrageEffectsModule.CanPause |
( |
| ) |
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◆ GetBarragesLeft()
| int SCR_BarrageEffectsModule.GetBarragesLeft |
( |
| ) |
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◆ GetProjectilesLeftInBarrage()
| int SCR_BarrageEffectsModule.GetProjectilesLeftInBarrage |
( |
| ) |
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◆ GetTotalProjectilesInBarrage()
| int SCR_BarrageEffectsModule.GetTotalProjectilesInBarrage |
( |
| ) |
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◆ Init()
◆ OnModuleExecute()
| override void SCR_BarrageEffectsModule.OnModuleExecute |
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| ) |
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◆ SetBarragesLeft()
| void SCR_BarrageEffectsModule.SetBarragesLeft |
( |
int | barrages | ) |
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protected |
◆ SetLooping()
| override void SCR_BarrageEffectsModule.SetLooping |
( |
bool | loop | ) |
|
Set looping the effect module.
- Parameters
-
| loop | If true than it will start looping |
Implements SCR_EffectsModule.
◆ SetPaused()
| override void SCR_BarrageEffectsModule.SetPaused |
( |
bool | paused | ) |
|
Pause the effect module.
- Parameters
-
| paused. | If true then it is paused |
Implements SCR_EffectsModule.
◆ SetProjectilesLeftInBarrage()
| void SCR_BarrageEffectsModule.SetProjectilesLeftInBarrage |
( |
int | projectiles | ) |
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protected |
◆ SetTotalProjectilesInBarrage()
| void SCR_BarrageEffectsModule.SetTotalProjectilesInBarrage |
( |
int | projectiles | ) |
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◆ StartBarrage()
| void SCR_BarrageEffectsModule.StartBarrage |
( |
| ) |
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◆ m_bCanLoop
| bool SCR_BarrageEffectsModule.m_bCanLoop |
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◆ m_bCanPause
| bool SCR_BarrageEffectsModule.m_bCanPause |
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◆ m_bIsLooping
| bool SCR_BarrageEffectsModule.m_bIsLooping |
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protected |
◆ m_bWaitingForNextBarrage
| bool SCR_BarrageEffectsModule.m_bWaitingForNextBarrage |
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◆ m_fCurrentProjectileDelay
| float SCR_BarrageEffectsModule.m_fCurrentProjectileDelay |
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protected |
◆ m_fMaxBarrageDelay
| float SCR_BarrageEffectsModule.m_fMaxBarrageDelay |
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protected |
◆ m_fMaxProjectileDelay
| float SCR_BarrageEffectsModule.m_fMaxProjectileDelay |
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protected |
◆ m_fMinBarrageDelay
| float SCR_BarrageEffectsModule.m_fMinBarrageDelay |
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protected |
◆ m_fMinProjectileDelay
| float SCR_BarrageEffectsModule.m_fMinProjectileDelay |
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◆ m_iBarrageAmount
| int SCR_BarrageEffectsModule.m_iBarrageAmount |
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protected |
◆ m_iBarragesLeft
| int SCR_BarrageEffectsModule.m_iBarragesLeft = -1 |
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protected |
◆ m_iMaxProjectilesEachBarrage
| int SCR_BarrageEffectsModule.m_iMaxProjectilesEachBarrage |
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protected |
◆ m_iMinProjectilesEachBarrage
| int SCR_BarrageEffectsModule.m_iMinProjectilesEachBarrage |
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protected |
◆ m_iProjectilesLeftInBarrage
| int SCR_BarrageEffectsModule.m_iProjectilesLeftInBarrage = -1 |
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protected |
◆ m_iTotalProjectilesInBarrage
| int SCR_BarrageEffectsModule.m_iTotalProjectilesInBarrage = -1 |
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protected |
◆ UPDATE_TIME
| const float SCR_BarrageEffectsModule.UPDATE_TIME = 0.05 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/Components/EffectModules/Modules/SCR_BarrageEffectModule.c