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ADamagedProjectile 클래스 참조

#include <DamagedProjectile.h>

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

Public 멤버 함수

void InitializeCombatHitPayload (FCombatHitPayload &&InCombatHitPayload)
 
void ApplyCombatHitPayloadToActors (const TArray< AActor * > &TargetActors, const FVector &ImpactOrigin) const
 
- AProjectileBase(으)로부터 상속된 Public 멤버 함수
 AProjectileBase ()
 
virtual void ForceEarlyFinish (const AActor *Terminator, const EProjectileFinishReason FinishReason)
 
virtual void OnLaunched (AActor *LauncherOwner, const FVector &InStart, const FVector &InDirectionOrTarget)
 
bool OverridePendingLaunchPath (const FVector &InStart, const FVector &InDirectionOrTarget)
 
void SetMeshWorldRotation (const FRotator &WorldRotation)
 
virtual void OnFinished (const FVector TerminatedPosition, const AActor *Terminator, EProjectileFinishReason FinishReason)
 
virtual void OnCollided (const AActor *HitTarget, const FHitResult &Hit)
 
virtual void OnInFlight (const float DeltaTime)
 
virtual void Tick (float DeltaSeconds) override
 
FORCEINLINE EProjectileState GetProjectileState () const
 
FORCEINLINE float GetElapsedTimeSinceLaunch () const
 
FORCEINLINE float GetFinishTime () const
 
FORCEINLINE UProjectilePilotComponent * GetProjectilePilotComponent () const
 
FORCEINLINE AActor * GetShootOwner () const
 
FORCEINLINE bool IsLaunched () const
 
FORCEINLINE bool ShootOwnerIsValid () const
 
- IObjectPoolingInterface(으)로부터 상속된 Public 멤버 함수
void OnSpawnFromPool ()
 
void OnReturnToPool ()
 

Protected 멤버 함수

virtual void OnSpawnFromPool_Implementation () override
 
virtual void OnReturnToPool_Implementation () override
 
FORCEINLINE AActor * GetCombatHitSourceActor () const
 
- AProjectileBase(으)로부터 상속된 Protected 멤버 함수
virtual void BeginPlay () override
 
void ApplyPawnCollisionResponse () const
 
virtual FTransform GetCollisionParticleTransform (const AActor *OtherActor, const FHitResult &Hit) const
 

Private 속성

FCombatHitPayload CombatHitPayload
 

추가로 상속된 멤버들

- AProjectileBase(으)로부터 상속된 Public 속성
EProjectileDeactivationOption DeactivationOption = EProjectileDeactivationOption::Immediate
 
FProjectileLaunchedDelegate OnProjectileLaunchedDelegate
 
FProjectileFinishedDelegate OnProjectileFinishedDelegate
 
FProjectileCollidedDelegate OnProjectileCollidedDelegate
 
FProjectileDeactivatedDelegate OnProjectileDeactivatedDelegate
 
- AProjectileBase(으)로부터 상속된 Protected 속성
float DeactivationDelay = 0.0f
 
TObjectPtr< ULevelSequence > DeactivationSequencer
 
TObjectPtr< UProjectilePilotComponent > ProjectilePilotComponent
 
TObjectPtr< UStaticMeshComponent > MeshComponent
 
EProjectileMeshRotationMode MeshRotationMode = EProjectileMeshRotationMode::FaceVelocity
 
FRotator MeshRotationRate = FRotator::ZeroRotator
 
bool bCollideWithPawn = false
 
TObjectPtr< AActor > ShootOwner
 

멤버 함수 문서화

◆ ApplyCombatHitPayloadToActors()

void ADamagedProjectile::ApplyCombatHitPayloadToActors ( const TArray< AActor * > &  TargetActors,
const FVector &  ImpactOrigin 
) const
31{
32 (void)FCombatHitProcessor::ApplyToActors(CombatHitPayload, TargetActors, ImpactOrigin);
33}
FCombatHitPayload CombatHitPayload
Definition DamagedProjectile.h:25
static FCombatHitApplyResult ApplyToActors(const FCombatHitPayload &Payload, const TArray< AActor * > &TargetActors, const FVector &ImpactOrigin)
Definition CombatHitProcessor.cpp:68
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetCombatHitSourceActor()

FORCEINLINE AActor * ADamagedProjectile::GetCombatHitSourceActor ( ) const
inlineprotected
22{ return CombatHitPayload.SourceActor.Get(); }
TWeakObjectPtr< AActor > SourceActor
Definition CombatHitPayload.h:17
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ InitializeCombatHitPayload()

void ADamagedProjectile::InitializeCombatHitPayload ( FCombatHitPayload &&  InCombatHitPayload)
11{
12 CombatHitPayload = MoveTemp(InCombatHitPayload);
13
14 for (FGameplayEffectSpecHandle& EffectSpec : CombatHitPayload.EffectSpecs)
15 {
16 if (EffectSpec.IsValid() == false)
17 {
18 continue;
19 }
20
21 FGameplayEffectContextHandle EffectContext = EffectSpec.Data->GetContext();
22 if (FGameplayEffectContext* EffectContextData = EffectContext.Get())
23 {
24 EffectContextData->SetEffectCauser(this);
25 }
26 }
27}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnReturnToPool_Implementation()

void ADamagedProjectile::OnReturnToPool_Implementation ( )
overrideprotectedvirtual

AProjectileBase(으)로부터 재구현되었습니다.

AExplosiveProjectile, AWeaponProjectile에서 재구현되었습니다.

45{
46 Super::OnReturnToPool_Implementation();
47
49}
void Reset()
Definition CombatHitPayload.h:45
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ OnSpawnFromPool_Implementation()

void ADamagedProjectile::OnSpawnFromPool_Implementation ( )
overrideprotectedvirtual

AProjectileBase(으)로부터 재구현되었습니다.

AExplosiveProjectile, AWeaponProjectile에서 재구현되었습니다.

37{
38 Super::OnSpawnFromPool_Implementation();
39
41}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ CombatHitPayload

FCombatHitPayload ADamagedProjectile::CombatHitPayload
private

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: