Payback 0.0.1
CK Graduation Project
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AnimNotifyState_RotateToTarget.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Animation/AnimNotifies/AnimNotifyState.h"
7#include "AnimNotifyState_RotateToTarget.generated.h"
8
9class AActor;
10class UWorld;
11
12UCLASS()
13class CK_UE_API UAnimNotifyState_RotateToTarget : public UAnimNotifyState
14{
15 GENERATED_BODY()
16
17public:
18 virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration, const FAnimNotifyEventReference& EventReference) override;
19 virtual void NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float FrameDeltaTime, const FAnimNotifyEventReference& EventReference) override;
20 virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
21 virtual FString GetNotifyName_Implementation() const override;
22
23private:
24 // 소유자가 플레이어면 현재 전투 타겟(락온 대상), 그 외(적 등)는 플레이어 폰을 회전 대상으로 반환한다.
25 AActor* ResolveRotationTarget(AActor* OwnerActor, UWorld* World) const;
26
27protected:
28 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rotation", meta = (ClampMin = "0.0"))
29 float TurnSpeed = 10.0f;
30
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rotation", meta = (ClampMin = "0.0"))
32 float Tolerance = 5.0f;
33};
Definition AnimNotifyState_RotateToTarget.h:14