Witch class
#include <Jazz2/Actors/Enemies/Witch.h>
Witch.
Broom-riding witch that flies above the nearest player and casts homing magic bullets; a bullet that hits the player morphs them into a frog, after which she cackles and flies off. Far tougher than a common enemy, she takes many hits and dies with a dedicated death animation.
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
- Witch()
- 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 OnUpdateHitbox() override
- Called when the hitbox needs to be updated.
- auto OnPerish(ActorBase* collider) -> bool override
- Called when the object has no health left and should perish.
- auto OnTileDeactivated() -> bool override
- Called when corresponding tile should be deactivated.
- 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:: Witch:: 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:: Witch:: 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.