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UCameraShakeProcessor 클래스 참조

#include <CameraShakeProcessor.h>

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

Public 멤버 함수

FORCEINLINE void SetShakeData (const FCameraShakeSelector &InShakeSelector)
 
- UCameraEffectProcessor(으)로부터 상속된 Public 멤버 함수
void Initialize (const FCameraEffect &CameraEffect, APlayerController *PC)
 
void Deinitialize (const FCameraEffect &CameraEffect, APlayerController *PC)
 
void Start (const FCameraEffect &CameraEffect, APlayerController *PC)
 
bool Update (const FCameraEffect &CameraEffect, APlayerController *PC)
 
void End (const FCameraEffect &CameraEffect, APlayerController *PC)
 
FORCEINLINE ECameraEffectProcessorState GetCurrentState () const
 
FORCEINLINE int32 GetActivatedTickCount () const
 
FORCEINLINE void ResetActivatedTickCount ()
 

Protected 멤버 함수

virtual void OnStart (const FCameraEffect &CameraEffect, APlayerController *PC) override
 
virtual void OnEnd (const FCameraEffect &CameraEffect, APlayerController *PC) override
 
- UCameraEffectProcessor(으)로부터 상속된 Protected 멤버 함수
virtual void OnInitialize (const FCameraEffect &CameraEffect, APlayerController *PC)
 
virtual void OnDeinitialize (const FCameraEffect &CameraEffect, APlayerController *PC)
 
virtual void OnUpdate (const FCameraEffect &CameraEffect, APlayerController *PC)
 

Private 속성

FCameraShakeSelector ShakeSelector
 
TMap< int32, TObjectPtr< UCameraShakeBase > > ActiveShakes
 

멤버 함수 문서화

◆ OnEnd()

void UCameraShakeProcessor::OnEnd ( const FCameraEffect CameraEffect,
APlayerController *  PC 
)
overrideprotectedvirtual

UCameraEffectProcessor(으)로부터 재구현되었습니다.

27{
28 if (PC == nullptr || PC->PlayerCameraManager == nullptr)
29 {
30 LOG_ERROR(LogCK, "PC Or PCM is nullptr.");
31 return;
32 }
33
34 TObjectPtr<UCameraShakeBase>* FoundShake = ActiveShakes.Find(CameraEffect.UniqueID);
35
36 if (FoundShake == nullptr || *FoundShake == nullptr)
37 {
38 return;
39 }
40
41 PC->PlayerCameraManager->StopCameraShake(*FoundShake, false);
42 ActiveShakes.Remove(CameraEffect.UniqueID);
43}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
TMap< int32, TObjectPtr< UCameraShakeBase > > ActiveShakes
Definition CameraShakeProcessor.h:33
int32 UniqueID
Definition CameraEffector.h:22

◆ OnStart()

void UCameraShakeProcessor::OnStart ( const FCameraEffect CameraEffect,
APlayerController *  PC 
)
overrideprotectedvirtual

UCameraEffectProcessor(으)로부터 재구현되었습니다.

14{
15 UCameraShakeBase* ShakeInstance = ShakeSelector.StartCameraShake(PC);
16
17 if (ShakeInstance == nullptr)
18 {
19 return;
20 }
21
22 ActiveShakes.Emplace(CameraEffect.UniqueID, ShakeInstance);
23}
FCameraShakeSelector ShakeSelector
Definition CameraShakeProcessor.h:30
UCameraShakeBase * StartCameraShake(APlayerController *PC) const
Definition CameraShakeSelector.cpp:14
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ SetShakeData()

FORCEINLINE void UCameraShakeProcessor::SetShakeData ( const FCameraShakeSelector InShakeSelector)
inline
24 {
25 ShakeSelector = InShakeSelector;
26 }
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ ActiveShakes

TMap<int32, TObjectPtr<UCameraShakeBase> > UCameraShakeProcessor::ActiveShakes
private

◆ ShakeSelector

FCameraShakeSelector UCameraShakeProcessor::ShakeSelector
private

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: