Payback 0.0.1
CK Graduation Project
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GA_BossSectionPattern.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
7#include "GA_BossSectionPattern.generated.h"
8
9class UAbilityTask_WaitDelay;
10class UAbilityTask_WaitGameplayEvent;
11class UPatternWarningDecalComponent;
12
13
14
15UCLASS()
17{
18 GENERATED_BODY()
19
20public:
21 virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
22
23protected:
24 virtual void ApplyCombatData() override;
25 virtual bool PrepareAttack() override;
26
27 // 후속타가 첫 타격 위치를 재사용할 수 있도록 고정한 Transform을 제공한다.
28 virtual TOptional<FTransform> GetTraceTransformForHitCheck() const override;
29
30 UFUNCTION()
31 void OnLoopStart(FGameplayEventData PayLoad);
32
33 UFUNCTION()
34 void OnLoopFinished();
35
36 void OverrideTraceTransform();
37 TOptional<FTransform> BuildTraceTransform() const;
38 float GetWarningRadius() const;
39 void StartWarningDecal();
40 void StopWarningDecal();
41
42protected:
43 UPROPERTY(Transient)
45
46 UPROPERTY(Transient)
47 uint8 bLoopStarted : 1 = false;
48
49 UPROPERTY(Transient)
50 uint8 bHasCachedTraceTransform : 1 = false;
51
52 UPROPERTY(Transient)
53 FTransform CachedTraceTransform = FTransform::Identity;
54
55 UPROPERTY(Transient)
56 TObjectPtr<UAbilityTask_WaitGameplayEvent> LoopStartTask;
57
58 UPROPERTY(Transient)
59 TObjectPtr<UAbilityTask_WaitDelay> WarningDelayTask;
60};
Definition GA_BossSectionPattern.h:17
Definition GA_EnemyAttack.h:15
Definition ExtendedDatas.h:164