Class UGKShadowCasting
Defined in File GK_FoW_ShadowCasting.h
Inheritance Relationships
Base Type
public UGKFogOfWarStrategy(Class UGKFogOfWarStrategy)
Class Documentation
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class UGKShadowCasting : public UGKFogOfWarStrategy
/rst
Notes
Maybe we can use this version to run on the dedicated server & client. In addition the client could generate rendering data to display a more appealing fog of war.
References
.. [1]
Roguelike Vision Algorithms <>_ .. [2]Symmetric Shadowcasting <>_/endrst
Public Functions
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inline virtual bool SupportVisbilityQuery() const override
return true when
IsVisibleis implemented
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virtual bool IsVisible(FGenericTeamId SeerTeam, FVector Loc) const override
return true if the Seer team sees the location
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virtual void Initialize() override
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virtual void DrawFactionFog(class AGKFogOfWarTeam *FactionFog) override
Draw the fog of war for each factions.
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virtual void Stop() override
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virtual void DrawLineOfSight(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *c) override
Draw the line of sight using the right method.
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void UpdateBlocking(class UGKFogOfWarComponent *c)
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void UpdateTextures(class AGKFogOfWarTeam *TeamFog)
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void ExtractLandscapeHeightMap()
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virtual class UTexture *GetFactionTexture(FName name, bool CreateRenderTarget = true) override
Retrieve the Texture used to draw the fog of war for a given faction.
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class UTexture2D *GetFactionTexture2D(FName name, bool CreateRenderTarget = true)
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class UTexture2D *GetPreviousFrameFactionTexture2D(FName name, bool bCreateRenderTarget = true)
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class UTexture2D *CreateTexture2D()
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virtual class UTexture *GetPreviousFrameFactionTexture(FName name, bool CreateRenderTarget = true)
Retrieve the Texture used to draw the fog of war for a given faction.
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void UpdatePreviousFrameTexturesTex(class AGKFogOfWarTeam *TeamFog)
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void UpdatePreviousFrameTextures(class AGKFogOfWarTeam *TeamFog)
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inline virtual bool SupportVisbilityQuery() const override