RemoteElectroShot class
Remote representation of the electro shot in online session.
The electro shot has no visible sprite of its own - the owning actor renders it by spawning a swirl of particles every frame, which the generic synchronization can't carry over. This representation replays the same particle emitter (and its light) locally at the synchronized position. The powered-up variant is carried in the synchronized animation state, see Weapons::
Base classes
- class RemoteActor
- Remote object in online session.
Constructors, destructors, conversion operators
- RemoteElectroShot()
- Creates a new instance.
Public functions
-
void AssignMetadata(std::
uint8_t flags, ActorState state, StringView path, AnimState anim, float rotation, float scaleX, float scaleY, ActorRendererType rendererType, DrawableNode:: BlendingPreset blendingPreset) override - Initializes the actor from metadata received from the server.
Protected functions
- void OnUpdate(float timeMult) override
- Called every frame to update the object state.
- void OnEmitLights(SmallVectorImpl<LightEmitter>& lights) override
- Called when emitting lights.