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UAnimNotifyState_AttackCollision 클래스 참조

#include <AnimNotifyState_AttackCollision.h>

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

Public 멤버 함수

 UAnimNotifyState_AttackCollision ()
 
virtual void NotifyBegin (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float TotalDuration, const FAnimNotifyEventReference &EventReference) override
 
virtual void NotifyEnd (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const FAnimNotifyEventReference &EventReference) override
 
virtual FString GetNotifyName_Implementation () const override
 

Protected 속성

FGameplayTag StartTag
 
FGameplayTag EndTag
 
float ComboAttackLevel = 1.0f
 

생성자 & 소멸자 문서화

◆ UAnimNotifyState_AttackCollision()

UAnimNotifyState_AttackCollision::UAnimNotifyState_AttackCollision ( )
10{
11}

멤버 함수 문서화

◆ GetNotifyName_Implementation()

FString UAnimNotifyState_AttackCollision::GetNotifyName_Implementation ( ) const
overridevirtual
39{
40 return TEXT("GASAttackHitCheckState");
41}

◆ NotifyBegin()

void UAnimNotifyState_AttackCollision::NotifyBegin ( USkeletalMeshComponent *  MeshComp,
UAnimSequenceBase *  Animation,
float  TotalDuration,
const FAnimNotifyEventReference &  EventReference 
)
overridevirtual
15{
16 Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference);
17
18 if (MeshComp && MeshComp->GetWorld()->IsGameWorld())
19 {
20 FGameplayEventData Payload;
21 Payload.EventMagnitude = ComboAttackLevel;
22 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(), StartTag, Payload);
23 }
24}
float ComboAttackLevel
Definition AnimNotifyState_AttackCollision.h:30
FGameplayTag StartTag
Definition AnimNotifyState_AttackCollision.h:26

◆ NotifyEnd()

void UAnimNotifyState_AttackCollision::NotifyEnd ( USkeletalMeshComponent *  MeshComp,
UAnimSequenceBase *  Animation,
const FAnimNotifyEventReference &  EventReference 
)
overridevirtual
28{
29 Super::NotifyEnd(MeshComp, Animation, EventReference);
30
31 if (MeshComp && MeshComp->GetWorld()->IsGameWorld())
32 {
33 FGameplayEventData Payload;
34 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(), EndTag, Payload);
35 }
36}
FGameplayTag EndTag
Definition AnimNotifyState_AttackCollision.h:28

멤버 데이터 문서화

◆ ComboAttackLevel

float UAnimNotifyState_AttackCollision::ComboAttackLevel = 1.0f
protected

◆ EndTag

FGameplayTag UAnimNotifyState_AttackCollision::EndTag
protected

◆ StartTag

FGameplayTag UAnimNotifyState_AttackCollision::StartTag
protected

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