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UGA_Dash 클래스 참조

#include <GA_Dash.h>

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

Public 멤버 함수

 UGA_Dash ()
 
virtual void ActivateAbility (const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData *TriggerEventData) override
 
virtual void EndAbility (const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override
 
void SetCharacterCollision (ECollisionResponse InChannel) const
 
- UGA_Base(으)로부터 상속된 Public 멤버 함수
 UGA_Base ()
 

Protected 멤버 함수

void OnDashFinished ()
 
- UGA_Base(으)로부터 상속된 Protected 멤버 함수
bool GetCursorData (FVector &TargetPos, FRotator &TargetRot) const
 
void MotionWarpTargetToCursor (FName WarpTargetName=FName("Target"))
 
void RotateCharacterToCursor ()
 

Protected 속성

TObjectPtr< class UAnimMontage > DashMontage
 

생성자 & 소멸자 문서화

◆ UGA_Dash()

UGA_Dash::UGA_Dash ( )
11{
12
13}

멤버 함수 문서화

◆ ActivateAbility()

void UGA_Dash::ActivateAbility ( const FGameplayAbilitySpecHandle  Handle,
const FGameplayAbilityActorInfo *  ActorInfo,
const FGameplayAbilityActivationInfo  ActivationInfo,
const FGameplayEventData *  TriggerEventData 
)
overridevirtual
18{
19 Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
20
21 if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
22 {
23 EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
24 return;
25 }
26
27 if (!DashMontage)
28 {
29 EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
30 return;
31 }
32
34 SetCharacterCollision(ECR_Ignore);
35
36 if (UAbilityTask_PlayMontageAndWait* MontageTask = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, TEXT("DashMontage"),DashMontage, 1.0f))
37 {
38 MontageTask->OnCompleted.AddDynamic(this, &ThisClass::OnDashFinished);
39 MontageTask->OnInterrupted.AddDynamic(this, &ThisClass::OnDashFinished);
40 MontageTask->OnCancelled.AddDynamic(this, &ThisClass::OnDashFinished);
41
42 MontageTask->ReadyForActivation();
43 }
44}
void RotateCharacterToCursor()
Definition GA_Base.cpp:58
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override
Definition GA_Dash.cpp:51
TObjectPtr< class UAnimMontage > DashMontage
Definition GA_Dash.h:28
void SetCharacterCollision(ECollisionResponse InChannel) const
Definition GA_Dash.cpp:61
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ EndAbility()

void UGA_Dash::EndAbility ( const FGameplayAbilitySpecHandle  Handle,
const FGameplayAbilityActorInfo *  ActorInfo,
const FGameplayAbilityActivationInfo  ActivationInfo,
bool  bReplicateEndAbility,
bool  bWasCancelled 
)
overridevirtual
52{
53 if (IsEndAbilityValid(Handle, ActorInfo))
54 {
55 SetCharacterCollision(ECR_Block);
56 }
57
58 Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled);
59}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnDashFinished()

void UGA_Dash::OnDashFinished ( )
protected
47{
48 EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, false, false);
49}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ SetCharacterCollision()

void UGA_Dash::SetCharacterCollision ( ECollisionResponse  InChannel) const
62{
63 if (ACharacter* Character = Cast<ACharacter>(GetAvatarActorFromActorInfo()))
64 {
65 if (UCapsuleComponent* CapsuleComp = Character->GetCapsuleComponent())
66 {
67 CapsuleComp->SetCollisionResponseToChannel(ECC_Pawn, InChannel);
68 }
69 }
70}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ DashMontage

TObjectPtr<class UAnimMontage> UGA_Dash::DashMontage
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: