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Classes | Public Member Functions | List of all members
FixedGuns Class Reference

#include <FixedGuns.h>

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Public Member Functions

 FixedGuns ()
 
virtual ~FixedGuns ()
 
void Init (DynamicBody *b)
 
void InitGuns (SceneGraph::Model *m)
 
virtual void SaveToJson (Json &jsonObj, Space *space)
 
virtual void LoadFromJson (const Json &jsonObj, Space *space)
 
void UpdateGuns (float timeStep)
 
void UpdateLead (float timeStep, int num, Body *ship, Body *target)
 
bool Fire (int num, Body *ship)
 
void SetGunFiringState (int idx, int s)
 
void SetShouldUseLeadCalc (bool enable)
 
bool IsFiring ()
 
bool IsFiring (const int num)
 
bool IsBeam (const int num)
 
void IsDual (int idx, bool dual)
 
void MountGun (const int num, const float recharge, const float lifespan, const float damage, const float length, const float width, const bool mining, const Color &color, const float speed, const bool beam, const float heatrate, const float coolrate)
 
void UnMountGun (int num)
 
float GetGunTemperature (int idx) const
 
bool IsGunMounted (int idx) const
 
float GetGunRange (int idx) const
 
float GetProjSpeed (int idx) const
 
const vector3dGetTargetLeadPos () const
 
const vector3dGetCurrentLeadDir () const
 
bool IsFiringSolutionOk () const
 
void SetCoolingBoost (float cooler)
 
- Public Member Functions inherited from RefCounted
 RefCounted ()
 
virtual ~RefCounted ()
 
void IncRefCount () const
 
void DecRefCount () const
 
int GetRefCount () const
 
- Public Member Functions inherited from LuaWrappable
virtual ~LuaWrappable ()
 

Constructor & Destructor Documentation

◆ FixedGuns()

FixedGuns::FixedGuns ( )

◆ ~FixedGuns()

FixedGuns::~FixedGuns ( )
virtual

Member Function Documentation

◆ Fire()

bool FixedGuns::Fire ( int  num,
Body ship 
)
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◆ GetCurrentLeadDir()

const vector3d & FixedGuns::GetCurrentLeadDir ( ) const
inline

◆ GetGunRange()

float FixedGuns::GetGunRange ( int  idx) const
inline

◆ GetGunTemperature()

float FixedGuns::GetGunTemperature ( int  idx) const

◆ GetProjSpeed()

float FixedGuns::GetProjSpeed ( int  idx) const
inline

◆ GetTargetLeadPos()

const vector3d & FixedGuns::GetTargetLeadPos ( ) const
inline

◆ Init()

void FixedGuns::Init ( DynamicBody b)

◆ InitGuns()

void FixedGuns::InitGuns ( SceneGraph::Model m)
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◆ IsBeam()

bool FixedGuns::IsBeam ( const int  num)

◆ IsDual()

void FixedGuns::IsDual ( int  idx,
bool  dual 
)
inline

◆ IsFiring() [1/2]

bool FixedGuns::IsFiring ( )

◆ IsFiring() [2/2]

bool FixedGuns::IsFiring ( const int  num)

◆ IsFiringSolutionOk()

bool FixedGuns::IsFiringSolutionOk ( ) const
inline

◆ IsGunMounted()

bool FixedGuns::IsGunMounted ( int  idx) const
inline

◆ LoadFromJson()

void FixedGuns::LoadFromJson ( const Json jsonObj,
Space space 
)
virtual

◆ MountGun()

void FixedGuns::MountGun ( const int  num,
const float  recharge,
const float  lifespan,
const float  damage,
const float  length,
const float  width,
const bool  mining,
const Color color,
const float  speed,
const bool  beam,
const float  heatrate,
const float  coolrate 
)

◆ SaveToJson()

void FixedGuns::SaveToJson ( Json jsonObj,
Space space 
)
virtual

◆ SetCoolingBoost()

void FixedGuns::SetCoolingBoost ( float  cooler)
inline

◆ SetGunFiringState()

void FixedGuns::SetGunFiringState ( int  idx,
int  s 
)

◆ SetShouldUseLeadCalc()

void FixedGuns::SetShouldUseLeadCalc ( bool  enable)
inline

◆ UnMountGun()

void FixedGuns::UnMountGun ( int  num)

◆ UpdateGuns()

void FixedGuns::UpdateGuns ( float  timeStep)

◆ UpdateLead()

void FixedGuns::UpdateLead ( float  timeStep,
int  num,
Body ship,
Body target 
)
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The documentation for this class was generated from the following files: