Dungeon Generator  1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
ADungeonMainLevelScriptActor Class Reference

#include <DungeonMainLevelScriptActor.h>

Inheritance diagram for ADungeonMainLevelScriptActor:

Public Member Functions

 ADungeonMainLevelScriptActor (const FObjectInitializer &objectInitializer)
 
virtual ~ADungeonMainLevelScriptActor () override=default
 
void OnPreDungeonGeneration (ADungeonGenerateActor *dungeonGenerateActor)
 
void OnPostDungeonGeneration (ADungeonGenerateActor *dungeonGenerateActor, const bool result)
 
UDungeonPartitionFind (const FVector &worldLocation) const noexcept
 
const FVector & GetActiveExtents () const noexcept
 
bool IsEnableLoadControl () const noexcept
 
void EnableLoadControl (const bool enable) noexcept
 
virtual void PreInitializeComponents () override
 
virtual void EndPlay (const EEndPlayReason::Type endPlayReason) override
 
virtual void Tick (float deltaSeconds) override
 

Protected Attributes

TArray< TObjectPtr< UDungeonPartition > > DungeonPartitions
 
float ActivationRangeScale = 1.0f
 
uint8 MaxShadowCastingPointAndSpotLights = 12
 
bool bEnableLoadControl = true
 

Detailed Description

This class manages the DungeonComponentActivatorComponent validity within a runtime-generated dungeon. The dungeon is partitioned into a specified range of partitions, and the components registered in the partitions component registered in the partition.

ランタイム生成ダンジョン内のDungeonComponentActivatorComponent有効性を管理するクラスです。 ダンジョンを指定の範囲のパーティションで区切り、パーティションに登録されたコンポーネントの アクティブ性を制御します。

Constructor & Destructor Documentation

◆ ADungeonMainLevelScriptActor()

ADungeonMainLevelScriptActor::ADungeonMainLevelScriptActor ( const FObjectInitializer &  objectInitializer)
explicit

コンストラクタ

Author
Shun Moriya

◆ ~ADungeonMainLevelScriptActor()

virtual ADungeonMainLevelScriptActor::~ADungeonMainLevelScriptActor ( )
overridevirtualdefault

デストラクタ

Member Function Documentation

◆ EnableLoadControl()

void ADungeonMainLevelScriptActor::EnableLoadControl ( const bool  enable)
noexcept

Enables or disables load control

負荷コントロールを有効または無効にします

◆ Find()

UDungeonPartition * ADungeonMainLevelScriptActor::Find ( const FVector &  worldLocation) const
noexcept

Find DungeonPartition by world location

ワールド座標からDungeonPartitionを検索します

◆ GetActiveExtents()

const FVector & ADungeonMainLevelScriptActor::GetActiveExtents ( ) const
inlinenoexcept

Get AABB Extents to determine if it is around the player

プレイヤー周辺と判断するためのAABBのExtentsを取得します

◆ IsEnableLoadControl()

bool ADungeonMainLevelScriptActor::IsEnableLoadControl ( ) const
noexcept

Is load control effective?

負荷コントロールが有効か取得します

◆ OnPostDungeonGeneration()

void ADungeonMainLevelScriptActor::OnPostDungeonGeneration ( ADungeonGenerateActor dungeonGenerateActor,
const bool  result 
)

Called after dungeon generation

ダンジョン生成後に呼ばれます

◆ OnPreDungeonGeneration()

void ADungeonMainLevelScriptActor::OnPreDungeonGeneration ( ADungeonGenerateActor dungeonGenerateActor)

Called before dungeon generation

ダンジョン生成前に呼ばれます

Member Data Documentation

◆ ActivationRangeScale

float ADungeonMainLevelScriptActor::ActivationRangeScale = 1.0f
protected

Scaling factor of the range used for the activation decision. If 1.0, the set distance is used as is. Larger values increase the effective range, smaller values decrease it.

アクティベーション判定に用いる範囲のスケーリング係数。 1.0 の場合は設定された距離をそのまま使用します。 値を大きくすると有効範囲が広がり、小さくすると狭まります。

◆ bEnableLoadControl

bool ADungeonMainLevelScriptActor::bEnableLoadControl = true
protected

Load control effectiveness 負荷コントロールの有効性

◆ DungeonPartitions

TArray<TObjectPtr<UDungeonPartition> > ADungeonMainLevelScriptActor::DungeonPartitions
protected

レベル内のダンジョンパーティエーション

◆ MaxShadowCastingPointAndSpotLights

uint8 ADungeonMainLevelScriptActor::MaxShadowCastingPointAndSpotLights = 12
protected

Maximum number of point lights or spotlights casting shadows Unlimited if 0

ポイントライトまたはスポットライトの影を落とす最大数 0ならば無制限


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