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UAnimNotifyState_ScopedGameplayTag 클래스 참조

#include <AnimNotifyState_ScopedGameplayTag.h>

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

Public 멤버 함수

 UAnimNotifyState_ScopedGameplayTag ()
 
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 TagToAdd
 

생성자 & 소멸자 문서화

◆ UAnimNotifyState_ScopedGameplayTag()

UAnimNotifyState_ScopedGameplayTag::UAnimNotifyState_ScopedGameplayTag ( )
10{ }

멤버 함수 문서화

◆ GetNotifyName_Implementation()

FString UAnimNotifyState_ScopedGameplayTag::GetNotifyName_Implementation ( ) const
overridevirtual
66{
67 return TEXT("Scoped Gameplay Tag");
68}

◆ NotifyBegin()

void UAnimNotifyState_ScopedGameplayTag::NotifyBegin ( USkeletalMeshComponent *  MeshComp,
UAnimSequenceBase *  Animation,
float  TotalDuration,
const FAnimNotifyEventReference &  EventReference 
)
overridevirtual
14{
15 Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference);
16
17 if (!TagToAdd.IsValid())
18 {
19 return;
20 }
21
22 if (!MeshComp || !MeshComp->GetWorld() || !MeshComp->GetWorld()->IsGameWorld())
23 {
24 return;
25 }
26
27 if (UAbilitySystemComponent* ASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(MeshComp->GetOwner()))
28 {
29 ASC->AddLooseGameplayTag(TagToAdd);
30 }
31
32 AActor* Owner = MeshComp->GetOwner();
33
34 FGameplayEventData Payload;
35 Payload.EventTag = TagToAdd;
36 Payload.Instigator = Owner;
37 Payload.Target = Owner;
38 Payload.EventMagnitude = TotalDuration;
39
40 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(Owner, TagToAdd, Payload);
41}
FGameplayTag TagToAdd
Definition AnimNotifyState_ScopedGameplayTag.h:27

◆ NotifyEnd()

void UAnimNotifyState_ScopedGameplayTag::NotifyEnd ( USkeletalMeshComponent *  MeshComp,
UAnimSequenceBase *  Animation,
const FAnimNotifyEventReference &  EventReference 
)
overridevirtual
45{
46 Super::NotifyEnd(MeshComp, Animation, EventReference);
47
48 if (!TagToAdd.IsValid())
49 {
50 return;
51 }
52
53 if (!MeshComp || !MeshComp->GetWorld() || !MeshComp->GetWorld()->IsGameWorld())
54 {
55 return;
56 }
57
58 if (UAbilitySystemComponent* ASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(MeshComp->GetOwner()))
59 {
60 ASC->RemoveLooseGameplayTag(TagToAdd);
61 }
62}

멤버 데이터 문서화

◆ TagToAdd

FGameplayTag UAnimNotifyState_ScopedGameplayTag::TagToAdd
protected

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