#include <CameraEffectSectionCondition.h>
◆ GetActivatedFrame()
| FORCEINLINE int32 UCameraEffectSectionCondition::GetActivatedFrame |
( |
| ) |
const |
|
inlineprotected |
56 {
58 }
int32 ActivatedFrame
Definition CameraEffectSectionCondition.h:83
◆ 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}
◆ Initialize()
| void UCameraEffectSectionCondition::Initialize |
( |
const FCameraEffect & |
CameraEffect, |
|
|
APlayerController * |
PC |
|
) |
| |
|
virtual |
UPlayerAttackHitCondition에서 재구현되었습니다.
9{
13}
bool bActivated
Definition CameraEffectSectionCondition.h:86
double CooldownEndTime
Definition CameraEffectSectionCondition.h:89
◆ IsActivated()
| FORCEINLINE bool UCameraEffectSectionCondition::IsActivated |
( |
| ) |
const |
|
inlineprotected |
◆ IsInCooldown()
| bool UCameraEffectSectionCondition::IsInCooldown |
( |
const UWorld * |
InWorld | ) |
const |
|
protected |
17{
19 {
20 return false;
21 }
22
24}
bool bUseCoolDown
Definition CameraEffectSectionCondition.h:75
◆ SetActivated()
| FORCEINLINE bool UCameraEffectSectionCondition::SetActivated |
( |
const bool |
InActivated | ) |
|
|
inlineprotected |
◆ SetActivatedFrame()
| FORCEINLINE void UCameraEffectSectionCondition::SetActivatedFrame |
( |
const int32 |
Frame | ) |
|
|
inlineprotected |
◆ SetCooldownEndTime()
| FORCEINLINE void UCameraEffectSectionCondition::SetCooldownEndTime |
( |
const double |
InEndTime | ) |
|
|
inlineprotected |
◆ 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
◆ CooldownEndTime
| double UCameraEffectSectionCondition::CooldownEndTime = 0.0 |
|
private |
◆ CooldownSeconds
| float UCameraEffectSectionCondition::CooldownSeconds = 0.0f |
|
protected |
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