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UAnimNotify_GhostEffect 클래스 참조

#include <AnimNotify_GhostEffect.h>

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

Protected 멤버 함수

virtual void Notify (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const FAnimNotifyEventReference &EventReference) override
 
virtual FString GetNotifyName_Implementation () const override
 

Protected 속성

EAnimNotifyGhostEffectAction Action = EAnimNotifyGhostEffectAction::Apply
 
float Duration = 0.25f
 
float FadeInDuration = 0.15f
 
float FadeOutDuration = 0.15f
 
bool bHideOriginalMeshWhileActive = false
 

멤버 함수 문서화

◆ GetNotifyName_Implementation()

FString UAnimNotify_GhostEffect::GetNotifyName_Implementation ( ) const
overrideprotectedvirtual
54{
56 {
57 return TEXT("Ghost Effect Apply");
58 }
59
61 {
62 return TEXT("Ghost Effect Remove");
63 }
64 else
65 {
66 return TEXT("Ghost Effect Force End");
67 }
68}
EAnimNotifyGhostEffectAction Action
Definition AnimNotify_GhostEffect.h:28

◆ Notify()

void UAnimNotify_GhostEffect::Notify ( USkeletalMeshComponent *  MeshComp,
UAnimSequenceBase *  Animation,
const FAnimNotifyEventReference &  EventReference 
)
overrideprotectedvirtual
11{
12 Super::Notify(MeshComp, Animation, EventReference);
13
14 if (MeshComp == nullptr || MeshComp->GetWorld() == nullptr || MeshComp->GetWorld()->IsGameWorld() == false)
15 {
16 return;
17 }
18
19 AActor* OwnerActor = MeshComp->GetOwner();
20 check(OwnerActor);
21
22 UCharacterGhostEffectComponent* GhostEffectComponent = OwnerActor->FindComponentByClass<UCharacterGhostEffectComponent>();
23
24 if (GhostEffectComponent == nullptr)
25 {
26 LOG_ERROR(LogCK, "%s가 해당 액터(%s)에 부착되어있지 않습니다. ", NAMEOF(UCharacterGhostEffectComponent), *OwnerActor->GetName());
27 return;
28 }
29
31 {
32 GhostEffectComponent->InitializeGhostEffect(MeshComp);
33 GhostEffectComponent->SetGhostFadeInDuration(FadeInDuration);
34 GhostEffectComponent->SetGhostHoldDuration(Duration);
35 GhostEffectComponent->SetHideOriginalMeshWhileActive(bHideOriginalMeshWhileActive);
36 GhostEffectComponent->PlayGhostEffect();
37 }
39 {
40 GhostEffectComponent->RemoveGhostEffect(FadeOutDuration);
41 }
43 {
44 GhostEffectComponent->ForceEndGhostEffect();
45 }
46 else
47 {
48 LOG_ERROR(LogCK, "처리될 수 없는 예외사항. ");
49 }
50}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
bool bHideOriginalMeshWhileActive
Definition AnimNotify_GhostEffect.h:40
float FadeInDuration
Definition AnimNotify_GhostEffect.h:34
float FadeOutDuration
Definition AnimNotify_GhostEffect.h:37
float Duration
Definition AnimNotify_GhostEffect.h:31

멤버 데이터 문서화

◆ Action

EAnimNotifyGhostEffectAction UAnimNotify_GhostEffect::Action = EAnimNotifyGhostEffectAction::Apply
protected

◆ bHideOriginalMeshWhileActive

bool UAnimNotify_GhostEffect::bHideOriginalMeshWhileActive = false
protected

◆ Duration

float UAnimNotify_GhostEffect::Duration = 0.25f
protected

◆ FadeInDuration

float UAnimNotify_GhostEffect::FadeInDuration = 0.15f
protected

◆ FadeOutDuration

float UAnimNotify_GhostEffect::FadeOutDuration = 0.15f
protected

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