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R-Type
Distributed multiplayer game engine in C++
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This is the complete list of members for ecs::WeaponSystem, including all inherited members.
| _projectileCreatedCallback | ecs::WeaponSystem | private |
| calculateProjectileTransform(Registry ®istry, std::uint32_t ownerId, bool isFriendly) | ecs::WeaponSystem | private |
| calculateProjectileVelocity(float baseSpeed, bool isFriendly) | ecs::WeaponSystem | private |
| createProjectile(Registry ®istry, std::uint32_t ownerId, const Transform &transform, const Velocity &velocity, float damage, bool isFriendly, bool isCharged) | ecs::WeaponSystem | private |
| fireChargedShot(Registry ®istry, std::uint32_t ownerId, float chargeLevel, bool isFriendly) | ecs::WeaponSystem | |
| fireMultipleShots(Registry ®istry, std::uint32_t ownerId, float damage, float speed, bool isFriendly, bool isCharged, int shotCount) | ecs::WeaponSystem | private |
| fireWeapon(Registry ®istry, std::uint32_t ownerId, bool isFriendly) | ecs::WeaponSystem | |
| getComponentMask() const override | ecs::WeaponSystem | virtual |
| ProjectileCreatedCallback typedef | ecs::WeaponSystem | |
| setProjectileCreatedCallback(ProjectileCreatedCallback callback) | ecs::WeaponSystem | inline |
| update(Registry ®istry, float deltaTime) override | ecs::WeaponSystem | virtual |
| WeaponSystem()=default | ecs::WeaponSystem | |
| WeaponSystem(ProjectileCreatedCallback callback) | ecs::WeaponSystem | inlineexplicit |
| ~ISystem()=default | ecs::ISystem | virtual |
| ~WeaponSystem() override=default | ecs::WeaponSystem |