TurtleShell class
#include <Jazz2/Actors/Enemies/TurtleShell.h>
Turtle shell.
Empty shell left behind when a Turtle is knocked out of it, sliding along the ground with friction until it stops. While moving it bowls over other enemies, shells, and crates in its path, and can be set sliding again by shooting it; certain weapons destroy it outright.
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
- TurtleShell()
- 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 OnHandleCollision(ActorBase* other) -> bool override
- Called when the object collides with another object.
- void OnHitFloor(float timeMult) override
- Called when the object hits a floor.