#include <CameraEffector.h>
◆ ClearFocusTargetActor()
| void ACameraEffector::ClearFocusTargetActor |
( |
| ) |
|
49{
51}
TWeakObjectPtr< AActor > FocusTargetActor
Definition CameraEffector.h:105
◆ ClearRuntimeRotationOffset()
| void ACameraEffector::ClearRuntimeRotationOffset |
( |
| ) |
|
31{
33}
FVector RuntimeRotationOffset
Definition CameraEffector.h:102
◆ CreateCameraEffect()
55{
57
63
64 return CameraEffect;
65}
TObjectPtr< UCameraEffectSectionCondition > Condition
Definition CameraEffectSource.h:22
virtual UCameraEffectProcessor * CreateProcessor(UObject *Outer) const PURE_VIRTUAL(UCameraEffectSource
Definition CameraEffectSource.h:18
Definition CameraEffector.h:17
float StartSeconds
Definition CameraEffector.h:31
TObjectPtr< UCameraEffectSectionCondition > Condition
Definition CameraEffector.h:25
int32 UniqueID
Definition CameraEffector.h:22
float EndSeconds
Definition CameraEffector.h:34
TObjectPtr< UCameraEffectProcessor > Processor
Definition CameraEffector.h:28
◆ ForceEndAllEffects()
| void ACameraEffector::ForceEndAllEffects |
( |
| ) |
|
69{
70 APlayerController* PC = GetWorld()->GetFirstPlayerController();
71 check(PC);
72
74 {
75 if (CameraEffect.Processor == nullptr)
76 {
77 continue;
78 }
79
81
82 bool bSkip = false;
83
87
88 if (bSkip)
89 {
90 continue;
91 }
92
93 CameraEffect.Processor->End(CameraEffect, PC);
94 CameraEffect.Processor->Deinitialize(CameraEffect, PC);
95
96 const FString Name = CameraEffect.Processor->GetName();
97 LOG_WARNING(LogCK,
"[Section %d] %s를 강제로 종료했습니다. ", SectionID, *Name);
98 }
99}
#define LOG_WARNING(Category, Format,...)
Definition CK_UE.h:39
ECameraEffectProcessorState
Definition CameraEffectProcessor.h:14
TMap< int32, FCameraEffect > CameraEffectMap
Definition CameraEffector.h:95
◆ GetEffectiveRotation()
| FVector ACameraEffector::GetEffectiveRotation |
( |
| ) |
const |
13{
15}
FVector Rotation
Definition CameraEffector.h:79
◆ GetFocusTargetActor()
| AActor * ACameraEffector::GetFocusTargetActor |
( |
| ) |
const |
◆ GetRuntimeRotationOffset()
| FVector ACameraEffector::GetRuntimeRotationOffset |
( |
| ) |
const |
◆ OnEndCameraEffects()
| void ACameraEffector::OnEndCameraEffects |
( |
const int32 |
SectionID | ) |
|
173{
174 APlayerController* PC = GetWorld()->GetFirstPlayerController();
175
176 if (PC == nullptr)
177 {
179 return;
180 }
181
183
185
186 if (bExistEffect == false)
187 {
188 return;
189 }
190
192 {
194 return;
195 }
196
197
199 {
200 CameraEffect.
Processor->Deinitialize(CameraEffect, PC);
201 return;
202 }
203
204
206 {
207 CameraEffect.
Processor->End(CameraEffect, PC);
208 }
209
210 CameraEffect.
Processor->Deinitialize(CameraEffect, PC);
211}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
bool TryGetCameraEffect(const int32 SectionID, OUT FCameraEffect &CameraEffect)
Definition CameraEffector.cpp:232
Definition CameraEffectProcessor.h:25
◆ OnExecuteCameraEffects()
| void ACameraEffector::OnExecuteCameraEffects |
( |
const int32 |
SectionID | ) |
|
142{
143 APlayerController* PC = GetWorld()->GetFirstPlayerController();
144
145 if (PC == nullptr)
146 {
148 return;
149 }
150
152
154 {
155 LOG_ERROR(LogCK,
"섹션 ID '%d'에 등록된 카메라 이펙트를 찾을 수 없습니다. ", SectionID);
156 return;
157 }
158
160 {
161 LOG_ERROR(LogCK,
"Processor가 없어, 이펙트를 실행시킬 수 없습니다. ");
162 return;
163 }
164
165 if (CameraEffect.
Processor->Update(CameraEffect, PC) ==
false)
166 {
167 CameraEffect.
Processor->ResetActivatedTickCount();
168 }
169}
◆ OnInitializeCameraEffect()
| bool ACameraEffector::OnInitializeCameraEffect |
( |
const FCameraEffect & |
CameraEffect | ) |
|
215{
217 {
219 {
220 if (APlayerController* PC = GetWorld()->GetFirstPlayerController())
221 {
222 Existing->Processor->End(*Existing, PC);
223 }
224 }
225 }
226
228 return true;
229}
◆ OnStartCameraEffects()
| void ACameraEffector::OnStartCameraEffects |
( |
const int32 |
SectionID | ) |
|
103{
104 APlayerController* PC = GetWorld()->GetFirstPlayerController();
105
106 if (PC == nullptr)
107 {
109 return;
110 }
111
113
115
116 if (bExistEffect == false)
117 {
118 return;
119 }
120
122 {
124 return;
125 }
126
127 CameraEffect.
Processor->Initialize(CameraEffect, PC);
128
130 {
131
132 CameraEffect.
Processor->Start(CameraEffect, PC);
133 }
134 else
135 {
136 CameraEffect.
Condition->Initialize(CameraEffect, PC);
137 }
138}
◆ SetFocusTargetActor()
| void ACameraEffector::SetFocusTargetActor |
( |
AActor * |
InFocusTargetActor | ) |
|
◆ SetRuntimeRotationOffset()
| void ACameraEffector::SetRuntimeRotationOffset |
( |
const FVector & |
InRuntimeRotationOffset | ) |
|
◆ TryGetCameraEffect()
| bool ACameraEffector::TryGetCameraEffect |
( |
const int32 |
SectionID, |
|
|
OUT FCameraEffect & |
CameraEffect |
|
) |
| |
|
private |
233{
235 {
236 return false;
237 }
238
240 {
242 check(Temp);
243 CameraEffect = *Temp;
244 }
245
246 if (CameraEffect.Processor)
247 {
248 return true;
249 }
250 else
251 {
252 return false;
253 }
254}
◆ bStopMovement
| bool ACameraEffector::bStopMovement = false |
◆ bStopRotation
| bool ACameraEffector::bStopRotation = false |
◆ CameraEffectMap
◆ CameraManager
◆ FieldOfViewOffset
| float ACameraEffector::FieldOfViewOffset = 0.0f |
◆ FocusTargetActor
| TWeakObjectPtr<AActor> ACameraEffector::FocusTargetActor |
|
private |
◆ Position
| FVector ACameraEffector::Position = FVector::ZeroVector |
◆ Rotation
| FVector ACameraEffector::Rotation = FVector::ZeroVector |
◆ RuntimeRotationOffset
| FVector ACameraEffector::RuntimeRotationOffset = FVector::ZeroVector |
|
private |
◆ WorldTimeScale
| float ACameraEffector::WorldTimeScale = 1.0f |
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