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UAT_Trace 클래스 참조

#include <AT_Trace.h>

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

Public 멤버 함수

 UAT_Trace ()
 
virtual void Activate () override
 
virtual void OnDestroy (bool bInOwnerFinished) override
 

정적 Public 멤버 함수

static UAT_TraceCreateTask (UGameplayAbility *OwningAbility, TSubclassOf< ATA_Trace > TargetActorClass, float InCurrentLevel, ECollisionChannel InTraceChannel=ECC_GameTraceChannel1, bool bInSingleTrace=false)
 

Public 속성

FTraceResultDelegate OnCompleteDelegate
 

Protected 멤버 함수

void OnTargetDataReadyCallback (const FGameplayAbilityTargetDataHandle &DataHandle)
 

Protected 속성

TSubclassOf< ATA_TraceTargetActorClass
 
TObjectPtr< ATA_TraceSpawnedTargetActor
 
float TaskCurLevel = 1.0f
 
ECollisionChannel TaskTraceChannel = ECC_GameTraceChannel1
 
bool bSingleTrace = false
 

생성자 & 소멸자 문서화

◆ UAT_Trace()

UAT_Trace::UAT_Trace ( )
10{
11}

멤버 함수 문서화

◆ Activate()

void UAT_Trace::Activate ( )
overridevirtual
24{
25 Super::Activate();
26
27 SpawnedTargetActor = Cast<ATA_Trace>(GetWorld()->SpawnActorDeferred<AGameplayAbilityTargetActor>(TargetActorClass, FTransform::Identity, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn));
28
30 {
32 SpawnedTargetActor->SetTraceChannel(TaskTraceChannel);
33 SpawnedTargetActor->SetSingleTrace(bSingleTrace);
34 SpawnedTargetActor->SetShowDebug(true);
35 SpawnedTargetActor->TargetDataReadyDelegate.AddUObject(this, &ThisClass::OnTargetDataReadyCallback);
36
37 SpawnedTargetActor->FinishSpawning(FTransform::Identity);
38 SpawnedTargetActor->StartTargeting(Ability);
39 SpawnedTargetActor->ConfirmTargetingAndContinue();
40 }
41}
TSubclassOf< ATA_Trace > TargetActorClass
Definition AT_Trace.h:35
bool bSingleTrace
Definition AT_Trace.h:42
ECollisionChannel TaskTraceChannel
Definition AT_Trace.h:41
TObjectPtr< ATA_Trace > SpawnedTargetActor
Definition AT_Trace.h:38
float TaskCurLevel
Definition AT_Trace.h:40

◆ CreateTask()

UAT_Trace * UAT_Trace::CreateTask ( UGameplayAbility *  OwningAbility,
TSubclassOf< ATA_Trace TargetActorClass,
float  InCurrentLevel,
ECollisionChannel  InTraceChannel = ECC_GameTraceChannel1,
bool  bInSingleTrace = false 
)
static
14{
15 UAT_Trace* NewTask = NewAbilityTask<UAT_Trace>(OwningAbility);
17 NewTask->TaskCurLevel = InCurrentLevel;
18 NewTask->TaskTraceChannel = InTraceChannel;
19 NewTask->bSingleTrace = bInSingleTrace;
20 return NewTask;
21}
Definition AT_Trace.h:16
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnDestroy()

void UAT_Trace::OnDestroy ( bool  bInOwnerFinished)
overridevirtual
44{
46 {
47 SpawnedTargetActor->StopTargeting();
48 SpawnedTargetActor->Destroy();
49 }
50
51 Super::OnDestroy(bInOwnerFinished);
52}

◆ OnTargetDataReadyCallback()

void UAT_Trace::OnTargetDataReadyCallback ( const FGameplayAbilityTargetDataHandle &  DataHandle)
protected
55{
56 if (ShouldBroadcastAbilityTaskDelegates())
57 {
58 OnCompleteDelegate.Broadcast(DataHandle, TaskCurLevel);
59
60 if (bSingleTrace)
61 {
62 EndTask();
63 }
64 }
65}
FTraceResultDelegate OnCompleteDelegate
Definition AT_Trace.h:31

멤버 데이터 문서화

◆ bSingleTrace

bool UAT_Trace::bSingleTrace = false
protected

◆ OnCompleteDelegate

FTraceResultDelegate UAT_Trace::OnCompleteDelegate

◆ SpawnedTargetActor

TObjectPtr<ATA_Trace> UAT_Trace::SpawnedTargetActor
protected

◆ TargetActorClass

TSubclassOf<ATA_Trace> UAT_Trace::TargetActorClass
protected

◆ TaskCurLevel

float UAT_Trace::TaskCurLevel = 1.0f
protected

◆ TaskTraceChannel

ECollisionChannel UAT_Trace::TaskTraceChannel = ECC_GameTraceChannel1
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: