Fish class
#include <Jazz2/Actors/Enemies/Fish.h>
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.