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Payback 0.0.1
CK Graduation Project
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#include <MainPlayerCharacter.h>


Public 멤버 함수 | |
| AMainPlayerCharacter (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get()) | |
| virtual void | OnChargeBegin () override |
| virtual void | OnChargeEnd () override |
| virtual void | OnChargePhaseChanged (float RotSpeedMul) override |
| virtual void | CacheAttackContext () override |
| virtual UChargeStateComponent * | GetChargeStateComponent () const override |
| virtual bool | HasTargetingTarget (ETargetingMode) override |
| UCameraZoomComponent * | GetCameraDistanceComponent () const |
| UCameraTargetingComponent * | GetPlayerTargetingComponent () const |
| void | RespawnAtTransform (const FTransform &RespawnTransform) |
| FORCEINLINE UTargetingComponent * | GetTargetingComponent () const |
| FORCEINLINE UPlayerMotionWarpingComponent * | GetMotionWarpingComponent () const |
| FORCEINLINE FVector | GetRawMovementInputDirection () const |
| FORCEINLINE UInputMappingContext * | GetDefaultMappingContext () const |
| FORCEINLINE UPlayerMovementComponent * | GetPlayerMovementComponent () const |
| FORCEINLINE UProjectileLauncherComponent * | GetProjectileLauncherComponent () const |
| FORCEINLINE UWeaponLoadoutComponent * | GetWeaponLoadoutComponent () const |
| FORCEINLINE FGameplayTag | GetDefaultWeaponTag () const |
| FORCEINLINE USkeletalMeshComponent * | GetWeaponMeshComponent () const |
| FORCEINLINE APlayerController * | GetPlayerController () const |
| FORCEINLINE UCharacterGhostEffectComponent * | GetCharacterGhostWarpEffectComponent () const |
ACharacterBase(으)로부터 상속된 Public 멤버 함수 | |
| ACharacterBase (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get()) | |
| virtual bool | IsDead () const |
| virtual void | PlayDeadAnimation () |
| bool | IsStaggerImmune () const |
| virtual class UAbilitySystemComponent * | GetAbilitySystemComponent () const override |
| FORCEINLINE FOnAbilitySystemReady & | GetOnAbilitySystemReady () |
| FORCEINLINE UKnockbackComponent * | GetKnockbackComponent () const |
Public 속성 | |
| const FPlayerExtendedData * | PlayerExtendedData = nullptr |
Protected 멤버 함수 | |
| virtual void | SetupPlayerInputComponent (UInputComponent *PlayerInputComponent) override |
| virtual void | PossessedBy (AController *NewController) override |
| virtual void | PostInitializeComponents () override |
| virtual void | BeginPlay () override |
| virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
| void | InitializePlayerControllerDependencies (APlayerController *PlayerController) |
| void | GASInputPressed (FGameplayTag InputTag) |
| void | GASInputReleased (FGameplayTag InputTag) |
| FGameplayAbilitySpec * | FindAbilitySpecByInputTag (const FGameplayTag &InputTag) const |
| void | RotateCamera (const FInputActionValue &Value) |
| void | OnMouseWheel (const FInputActionValue &Value) |
| void | ToggleLockOn () |
| void | Move (const FInputActionValue &Value) |
| void | OnMoveStarted (const FInputActionValue &Value) |
| bool | CanMove () const |
| void | OnTargetingChanged (bool bActive) |
| void | ChangeAimState () |
| void | BeginChargeFacingTurn () |
| void | UpdateChargeFacingTurn () |
| virtual void | OnDeath () |
| virtual void | SetDead () override |
| virtual void | InitializeAttributes () override |
| virtual void | OnDamageTaken (const FDamageResultData &DamageResult) override |
| virtual UAnimMontage * | GetHitReactMontage () const override |
| void | ApplyDamageTakenEffect () |
| void | OnAnyGameplayEffectApplied (UAbilitySystemComponent *SourceASC, const FGameplayEffectSpec &Spec, FActiveGameplayEffectHandle) |
| bool | RecordHitStun () |
| void | TriggerKnockDown (UAbilitySystemComponent *SourceASC, const FGameplayEffectSpec &Spec) |
| void | ResetHitStunTimes () |
| void | OnHitStunTagChanged (const FGameplayTag CallbackTag, int32 NewCount) |
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 void | RotateHitSource (const FVector &HitFromLocation) |
| virtual void | OnHitReactMontageEnded (UAnimMontage *Montage, bool bInterrupted) |
Protected 속성 | |
| TObjectPtr< UPlayerMotionWarpingComponent > | MotionWarpingComponent |
| TObjectPtr< UTargetingComponent > | TargetingComponent |
| TObjectPtr< UPlayerMovementComponent > | PlayerMovementComponent |
| TObjectPtr< UChargeStateComponent > | ChargeStateComponent |
| TObjectPtr< UProjectileLauncherComponent > | ProjectileLauncherComponent |
| TObjectPtr< UWeaponLoadoutComponent > | WeaponLoadoutComponent |
| TObjectPtr< USkeletalMeshComponent > | WeaponMesh |
| TObjectPtr< UCharacterGhostEffectComponent > | CharacterGhostEffectComponent |
| TObjectPtr< UCharacterControlData > | CharacterControlData |
| bool | bPlayerControllerDependenciesInitialized = false |
ACharacterBase(으)로부터 상속된 Protected 속성 | |
| FOnAbilitySystemReady | OnAbilitySystemReady |
| TObjectPtr< UAbilitySystemComponent > | ASC |
| TObjectPtr< UKnockbackComponent > | KnockbackComponent |
| TObjectPtr< UAudioEmitterComponent > | AudioTagComponent |
Private 속성 | |
| float | LookSensitivity = 1.0f |
| bool | bIsCharging = false |
| bool | bIsLockedOn = false |
| float | ChargeFacingTargetYaw = 0.0f |
| float | ChargeFacingTurnTolerance = 1.0f |
| FTimerHandle | ChargeFacingTurnTimerHandle |
| FVector | RawMovementInputDirection = FVector::ZeroVector |
| uint64 | RawMovementInputFrame = 0 |
| TArray< double > | RecentHitStunTimes |
| FDelegateHandle | HitStunTagDelegateHandle |
| FDelegateHandle | GEAppliedDelegateHandle |
| AMainPlayerCharacter::AMainPlayerCharacter | ( | const FObjectInitializer & | ObjectInitializer = FObjectInitializer::Get() | ) |
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IAttackableInterface를 구현.
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| UCameraZoomComponent * AMainPlayerCharacter::GetCameraDistanceComponent | ( | ) | const |

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IChargeInterface를 구현.
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ACharacterBase(으)로부터 재구현되었습니다.

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| UCameraTargetingComponent * AMainPlayerCharacter::GetPlayerTargetingComponent | ( | ) | const |

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이동이 막혀 있어도 갱신되는 카메라 기준 이동 입력 방향. 최근 프레임 입력이 없으면 ZeroVector.
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IAttackableInterface를 구현.
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IChargeInterface를 구현.

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IChargeInterface를 구현.

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IChargeInterface를 구현.
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ACharacterBase(으)로부터 재구현되었습니다.

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| void AMainPlayerCharacter::RespawnAtTransform | ( | const FTransform & | RespawnTransform | ) |

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ACharacterBase(으)로부터 재구현되었습니다.


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| const FPlayerExtendedData* AMainPlayerCharacter::PlayerExtendedData = nullptr |
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