R-Type
Distributed multiplayer game engine in C++
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ecs::WeaponSystem Member List

This is the complete list of members for ecs::WeaponSystem, including all inherited members.

_projectileCreatedCallbackecs::WeaponSystemprivate
calculateProjectileTransform(Registry &registry, std::uint32_t ownerId, bool isFriendly)ecs::WeaponSystemprivate
calculateProjectileVelocity(float baseSpeed, bool isFriendly)ecs::WeaponSystemprivate
createProjectile(Registry &registry, std::uint32_t ownerId, const Transform &transform, const Velocity &velocity, float damage, bool isFriendly, bool isCharged)ecs::WeaponSystemprivate
fireChargedShot(Registry &registry, std::uint32_t ownerId, float chargeLevel, bool isFriendly)ecs::WeaponSystem
fireMultipleShots(Registry &registry, std::uint32_t ownerId, float damage, float speed, bool isFriendly, bool isCharged, int shotCount)ecs::WeaponSystemprivate
fireWeapon(Registry &registry, std::uint32_t ownerId, bool isFriendly)ecs::WeaponSystem
getComponentMask() const overrideecs::WeaponSystemvirtual
ProjectileCreatedCallback typedefecs::WeaponSystem
setProjectileCreatedCallback(ProjectileCreatedCallback callback)ecs::WeaponSysteminline
update(Registry &registry, float deltaTime) overrideecs::WeaponSystemvirtual
WeaponSystem()=defaultecs::WeaponSystem
WeaponSystem(ProjectileCreatedCallback callback)ecs::WeaponSysteminlineexplicit
~ISystem()=defaultecs::ISystemvirtual
~WeaponSystem() override=defaultecs::WeaponSystem