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UCameraEffectSectionCondition 클래스 참조

#include <CameraEffectSectionCondition.h>

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

Public 멤버 함수

virtual void Initialize (const FCameraEffect &CameraEffect, APlayerController *PC)
 

Public 속성

virtual bool CheckCondition (const UCameraEffectProcessor *Processor, const FCameraEffect &CameraEffect, APlayerController *PC) PURE_VIRTUAL(UCameraEffectSectionCondition
 

Protected 멤버 함수

virtual AGameCameraManagerGetCameraManager (const UWorld *InWorld) const
 
bool IsInCooldown (const UWorld *InWorld) const
 
FORCEINLINE bool IsActivated () const
 
FORCEINLINE bool SetActivated (const bool InActivated)
 
FORCEINLINE int32 GetActivatedFrame () const
 
FORCEINLINE void SetActivatedFrame (const int32 Frame)
 
FORCEINLINE void SetCooldownEndTime (const double InEndTime)
 

Protected 속성

int32 ActivationFrames = 0
 
bool bUseCoolDown = false
 
float CooldownSeconds = 0.0f
 

Private 속성

int32 ActivatedFrame = 0
 
bool bActivated = false
 
double CooldownEndTime = 0.0
 

멤버 함수 문서화

◆ GetActivatedFrame()

FORCEINLINE int32 UCameraEffectSectionCondition::GetActivatedFrame ( ) const
inlineprotected
56 {
57 return ActivatedFrame;
58 }
int32 ActivatedFrame
Definition CameraEffectSectionCondition.h:83
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetCameraManager()

AGameCameraManager * UCameraEffectSectionCondition::GetCameraManager ( const UWorld *  InWorld) const
protectedvirtual
28{
29 if (const APlayerController* PC = InWorld->GetFirstPlayerController())
30 {
31 return Cast<AGameCameraManager>(PC->PlayerCameraManager);
32 }
33 else
34 {
35 return nullptr;
36 }
37}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ Initialize()

void UCameraEffectSectionCondition::Initialize ( const FCameraEffect CameraEffect,
APlayerController *  PC 
)
virtual

UPlayerAttackHitCondition에서 재구현되었습니다.

9{
10 bActivated = false;
12 CooldownEndTime = 0.0f;
13}
bool bActivated
Definition CameraEffectSectionCondition.h:86
double CooldownEndTime
Definition CameraEffectSectionCondition.h:89

◆ IsActivated()

FORCEINLINE bool UCameraEffectSectionCondition::IsActivated ( ) const
inlineprotected
46 {
47 return bActivated;
48 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ IsInCooldown()

bool UCameraEffectSectionCondition::IsInCooldown ( const UWorld *  InWorld) const
protected
17{
18 if (bUseCoolDown == false)
19 {
20 return false;
21 }
22
23 return InWorld->GetTimeSeconds() < CooldownEndTime;
24}
bool bUseCoolDown
Definition CameraEffectSectionCondition.h:75
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ SetActivated()

FORCEINLINE bool UCameraEffectSectionCondition::SetActivated ( const bool  InActivated)
inlineprotected
51 {
52 return bActivated = InActivated;
53 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ SetActivatedFrame()

FORCEINLINE void UCameraEffectSectionCondition::SetActivatedFrame ( const int32  Frame)
inlineprotected
61 {
62 ActivatedFrame = Frame;
63 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ SetCooldownEndTime()

FORCEINLINE void UCameraEffectSectionCondition::SetCooldownEndTime ( const double  InEndTime)
inlineprotected
66 {
67 CooldownEndTime = InEndTime;
68 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ ActivatedFrame

int32 UCameraEffectSectionCondition::ActivatedFrame = 0
private

◆ ActivationFrames

int32 UCameraEffectSectionCondition::ActivationFrames = 0
protected

◆ bActivated

bool UCameraEffectSectionCondition::bActivated = false
private

◆ bUseCoolDown

bool UCameraEffectSectionCondition::bUseCoolDown = false
protected

◆ CheckCondition

virtual bool UCameraEffectSectionCondition::CheckCondition(const UCameraEffectProcessor *Processor, const FCameraEffect &CameraEffect, APlayerController *PC) PURE_VIRTUAL(UCameraEffectSectionCondition

◆ CooldownEndTime

double UCameraEffectSectionCondition::CooldownEndTime = 0.0
private

◆ CooldownSeconds

float UCameraEffectSectionCondition::CooldownSeconds = 0.0f
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: