Jazz2::Actors::Enemies::Fish class

Fish.

Underwater enemy that drifts idly while submerged and, when a player swims within range, darts at them in a quick lunge before braking and returning to its starting spot. Stays below the water surface and is defeated by a single hit.

Base classes

class EnemyBase
Base class of an enemy.

Public static functions

static void Preload(const ActorActivationDetails& details)
Preloads all assets required by this actor.

Constructors, destructors, conversion operators

Fish()
Creates a new instance.

Protected functions

auto OnActivatedAsync(const ActorActivationDetails& details) -> Task<bool> override
Called when the object is created and activated.
void OnUpdate(float timeMult) override
Called every frame to update the object state.
void OnHitWall(float timeMult) override
Called when the object hits a wall.
void OnHitFloor(float timeMult) override
Called when the object hits a floor.
void OnHitCeiling(float timeMult) override
Called when the object hits a ceiling.
auto OnPerish(ActorBase* collider) -> bool override
Called when the object has no health left and should perish.
void OnSerializeState(Stream& dest) override
Serializes the live state of the object to a level state snapshot.
void OnDeserializeState(Stream& src) override
Restores the live state of the object from a level state snapshot.

Function documentation

void Jazz2::Actors::Enemies::Fish::OnSerializeState(Stream& dest) override protected

Serializes the live state of the object to a level state snapshot.

Called only if IsSerializable() returns true. Anything that is initialized from the event parameters in OnActivatedAsync() doesn't need to be stored, because the object is spawned again with the same parameters before OnDeserializeState() is called. Derived classes must call the base implementation first and read the data back in the same order.

void Jazz2::Actors::Enemies::Fish::OnDeserializeState(Stream& src) override protected

Restores the live state of the object from a level state snapshot.

Called right after the object was spawned again (i.e., after OnActivatedAsync()) and before it's added to the level. Running transitions are not restored, because their callbacks cannot be serialized, so derived classes have to put the object into a state that doesn't wait for such a callback.