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ABossCharacter 클래스 참조

#include <BossCharacter.h>

ABossCharacter에 대한 상속 다이어그램 :
Inheritance graph
ABossCharacter에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 ABossCharacter ()
 
virtual float GetGroggyValue () const override
 
FORCEINLINE bool HasEncounteredPlayer () const
 
FORCEINLINE void MarkPlayerEncountered ()
 
- AEnemyCharacterBase(으)로부터 상속된 Public 멤버 함수
 AEnemyCharacterBase (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
virtual void ForceReturnToPool (bool bIsSpawnedEnemy=false)
 
virtual void ShowLockOnMarker () override
 
virtual void HideLockOnMarker () override
 
virtual void ShowTargetingMarker (float MarkerAlpha) override
 
virtual void HideTargetingMarker () override
 
virtual bool IsTargetable () const override
 
virtual UConstellationBaseCreateConstellation () override
 
FORCEINLINE UEnemyAttributeSetGetEnemyAttributeSet () const
 
FORCEINLINE FName GetConstellationID () const
 
FORCEINLINE UTargetingMarkerComponent * GetTargetingMarkerComponent () const
 
FORCEINLINE UTargetingMarkerComponent * GetLockOnMarkerComponent () const
 
FORCEINLINE UEnemyMotionWarpingComponent * GetMotionWarpingComponent () const
 
FORCEINLINE UCharacterControlDataGetCharacterControlData () const
 
- ACharacterBase(으)로부터 상속된 Public 멤버 함수
 ACharacterBase (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
virtual void SetDead ()
 
virtual bool IsDead () const
 
bool IsStaggerImmune () const
 
virtual class UAbilitySystemComponent * GetAbilitySystemComponent () const override
 
FORCEINLINE FOnAbilitySystemReady & GetOnAbilitySystemReady ()
 
FORCEINLINE UKnockbackComponent * GetKnockbackComponent () const
 
- IObjectPoolingInterface(으)로부터 상속된 Public 멤버 함수
void OnSpawnFromPool ()
 
void OnReturnToPool ()
 
- ITargetableInterface(으)로부터 상속된 Public 멤버 함수
virtual bool IsTargeted ()
 
virtual void SetPrevent (bool bPrevent)
 
virtual bool IsPrevented () const
 
virtual FVector GetTargetedActorLocation ()
 
virtual FRotator GetTargetedActionRotation ()
 
virtual bool IsTargetValid () const
 

Protected 멤버 함수

virtual void PostInitializeComponents () override
 
virtual void OnBeforeStateTreeStart () override
 
virtual void OnSpawnFromPool_Implementation () override
 
virtual void OnReturnToPool_Implementation () override
 
virtual void OnDeath () override
 
void ResetBossState ()
 
virtual IAbilityBasedWidgetInterfaceGetAbilityBasedWidgetInterface () override
 
- AEnemyCharacterBase(으)로부터 상속된 Protected 멤버 함수
virtual void BeginPlay () override
 
virtual void PossessedBy (AController *NewController) override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void InitializeAttributes () override
 
virtual void GiveDefaultAbilities ()
 
virtual void RebindHpBarWidget ()
 
virtual void BindCharacterDelegates ()
 
virtual void UnbindCharacterDelegates ()
 
void StartAILogic ()
 
void StopAILogic (const FString &Reason)
 
void ActivateEnemyState ()
 
void DeactivateEnemyState ()
 
virtual void ResetEnemyBehaviorComponents ()
 
virtual void OnDamageTaken (const FDamageResultData &DamageResult) override
 
virtual void PlayDeadAnimation () override
 
- ACharacterBase(으)로부터 상속된 Protected 멤버 함수
virtual void virtual InitializeAttributes() PURE_VIRTUAL(ACK_CharacterBase void OnMoveSpeedChanged (const struct FOnAttributeChangeData &Data)
 
bool CanPlayHitReaction (const FDamageResultData &DamageResult) const
 
void PlayHitReaction (AActor *Attacker)
 
virtual UAnimMontage * GetHitReactMontage () const
 
virtual void RotateHitSource (const FVector &HitFromLocation)
 
virtual void OnHitReactMontageEnded (UAnimMontage *Montage, bool bInterrupted)
 

Protected 속성

TObjectPtr< UGASHUDWidgetComponent > HpBar
 
TObjectPtr< UBossPatternComponent > BossPatternComponent
 
TObjectPtr< UEnemyGroggyComponent > GroggyComponent
 
TObjectPtr< UPatternWarningDecalComponent > PatternWarningDecalComponent
 
const FBossExtendedDataBossExtendedData = nullptr
 
bool bHasEncounteredPlayer = false
 
- AEnemyCharacterBase(으)로부터 상속된 Protected 속성
TObjectPtr< UEnemyAttributeSetAttributeSet
 
TObjectPtr< UCharacterControlDataCharacterControlData
 
TObjectPtr< UEnemySpawnDefinitionEnemySpawnDefinition
 
TObjectPtr< UEnemyDespawnDefinitionEnemyDespawnDefinition
 
TObjectPtr< UTargetingMarkerComponent > LockOnMarker
 
TObjectPtr< UTargetingMarkerComponent > TargetingMarker
 
TObjectPtr< UEnemyMotionWarpingComponent > MotionWarpingComponent
 
TObjectPtr< AAIController > CachedAIController
 
TObjectPtr< UStateTreeAIComponent > CachedStateTreeComp
 
const FEnemyExtendedDataEnemyExtendedData = nullptr
 
FTransform InitialMeshRelativeTransform
 
FName ConstellationID
 
float EnemyExp = 0.0f
 
- ACharacterBase(으)로부터 상속된 Protected 속성
FOnAbilitySystemReady OnAbilitySystemReady
 
TObjectPtr< UAbilitySystemComponent > ASC
 
TObjectPtr< UKnockbackComponent > KnockbackComponent
 
TObjectPtr< UAudioEmitterComponent > AudioTagComponent
 

추가로 상속된 멤버들

- ITargetableInterface(으)로부터 상속된 정적 Public 멤버 함수
template<typename T >
static ITargetableInterfaceFrom (TObjectPtr< T > Object)
 
static ITargetableInterfaceFrom (UObject *Object)
 
static UObject * AsObject (ITargetableInterface *Interface)
 
static AActor * AsActor (ITargetableInterface *Interface)
 
- AEnemyCharacterBase(으)로부터 상속된 Public 속성
FOnSpawnEnemyDead OnSpawnEnemyDead
 
FTimerHandle DeadTimerHandle
 

생성자 & 소멸자 문서화

◆ ABossCharacter()

ABossCharacter::ABossCharacter ( )
17{
18 AttributeSet = CreateDefaultSubobject<UBossAttributeSet>(TEXT("EnemyAttributeSet"));
19
20 PatternWarningDecalComponent = CreateDefaultSubobject<UPatternWarningDecalComponent>(TEXT("PatternWarningDecalComponent"));
21 BossPatternComponent = CreateDefaultSubobject<UBossPatternComponent>(TEXT("BossPatternComponent"));
22 GroggyComponent = CreateDefaultSubobject<UEnemyGroggyComponent>(TEXT("BossGroggyComponent"));
23 HpBar = CreateDefaultSubobject<UGASHUDWidgetComponent>(TEXT("WidgetHpBar"));
24}
TObjectPtr< UPatternWarningDecalComponent > PatternWarningDecalComponent
Definition BossCharacter.h:73
TObjectPtr< UBossPatternComponent > BossPatternComponent
Definition BossCharacter.h:67
TObjectPtr< UEnemyGroggyComponent > GroggyComponent
Definition BossCharacter.h:70
TObjectPtr< UGASHUDWidgetComponent > HpBar
Definition BossCharacter.h:64
TObjectPtr< UEnemyAttributeSet > AttributeSet
Definition EnemyCharacterBase.h:164

멤버 함수 문서화

◆ GetAbilityBasedWidgetInterface()

IAbilityBasedWidgetInterface * ABossCharacter::GetAbilityBasedWidgetInterface ( )
overrideprotectedvirtual
132{
133 return HpBar;
134}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetGroggyValue()

float ABossCharacter::GetGroggyValue ( ) const
overridevirtual

IGroggyableInterface를 구현.

43{
44 if (AttributeSet)
45 {
46 return AttributeSet->GetGroggy();
47 }
48
49 return 0.0f;
50}

◆ HasEncounteredPlayer()

FORCEINLINE bool ABossCharacter::HasEncounteredPlayer ( ) const
inline
36 {
38 }
bool bHasEncounteredPlayer
Definition BossCharacter.h:77
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ MarkPlayerEncountered()

FORCEINLINE void ABossCharacter::MarkPlayerEncountered ( )
inline
41 {
43 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnBeforeStateTreeStart()

void ABossCharacter::OnBeforeStateTreeStart ( )
overrideprotectedvirtual

AEnemyCharacterBase(으)로부터 재구현되었습니다.

56{
57 Super::OnBeforeStateTreeStart();
58
59 // 슈퍼아머 활성화
60 if (ASC)
61 {
62 ASC->SetLooseGameplayTagCount(TAG_CHARACTER_STATE_ISSUPERARMOR, 1);
63 }
64
65 // 보스 패턴 초기화
67 {
68 BossPatternComponent->ResetPatternState();
69 }
70
71}
TObjectPtr< UAbilitySystemComponent > ASC
Definition CharacterBase.h:80

◆ OnDeath()

void ABossCharacter::OnDeath ( )
overrideprotectedvirtual

AEnemyCharacterBase(으)로부터 재구현되었습니다.

100{
102
103 Super::OnDeath();
104}
void ResetBossState()
Definition BossCharacter.cpp:107
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ OnReturnToPool_Implementation()

void ABossCharacter::OnReturnToPool_Implementation ( )
overrideprotectedvirtual

AEnemyCharacterBase(으)로부터 재구현되었습니다.

90{
91 Super::OnReturnToPool_Implementation();
92
94}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ OnSpawnFromPool_Implementation()

void ABossCharacter::OnSpawnFromPool_Implementation ( )
overrideprotectedvirtual

AEnemyCharacterBase(으)로부터 재구현되었습니다.

76{
77 Super::OnSpawnFromPool_Implementation();
78
80 {
81 Widget->Register();
82 }
83 else
84 {
85 LOG_ERROR(LogCK, "%s를 얻지 못했습니다. ", NAMEOF(IAbilityBasedWidgetInterface));
86 }
87}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
virtual IAbilityBasedWidgetInterface * GetAbilityBasedWidgetInterface() override
Definition BossCharacter.cpp:131
Definition AbilityBasedWidgetInterface.h:20
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ PostInitializeComponents()

void ABossCharacter::PostInitializeComponents ( )
overrideprotectedvirtual

AEnemyCharacterBase(으)로부터 재구현되었습니다.

30{
31 Super::PostInitializeComponents();
32
34 {
36 }
37}
const FBossExtendedData * BossExtendedData
Definition BossCharacter.h:75
TObjectPtr< UCharacterControlData > CharacterControlData
Definition EnemyCharacterBase.h:167
Definition CharacterControlData.h:176

◆ ResetBossState()

void ABossCharacter::ResetBossState ( )
protected
108{
109 bHasEncounteredPlayer = false;
110
112 {
113 BossPatternComponent->ResetPatternState();
114 }
115
117 {
118 PatternWarningDecalComponent->StopWarning();
119 }
120
121 if (HpBar)
122 {
123 HpBar->Unregister();
124 }
125
126}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ bHasEncounteredPlayer

bool ABossCharacter::bHasEncounteredPlayer = false
protected

◆ BossExtendedData

const FBossExtendedData* ABossCharacter::BossExtendedData = nullptr
protected

◆ BossPatternComponent

TObjectPtr<UBossPatternComponent> ABossCharacter::BossPatternComponent
protected

◆ GroggyComponent

TObjectPtr<UEnemyGroggyComponent> ABossCharacter::GroggyComponent
protected

◆ HpBar

TObjectPtr<UGASHUDWidgetComponent> ABossCharacter::HpBar
protected

◆ PatternWarningDecalComponent

TObjectPtr<UPatternWarningDecalComponent> ABossCharacter::PatternWarningDecalComponent
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: