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UGA_EnemyAttack 클래스 참조

#include <GA_EnemyAttack.h>

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

Public 멤버 함수

 UGA_EnemyAttack ()
 
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
 
- UGA_CombatBase(으)로부터 상속된 Public 멤버 함수
 UGA_CombatBase ()
 
virtual void OnGiveAbility (const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilitySpec &Spec) override
 
FORCEINLINE bool GetHitStopEnable () const
 
- UGA_Base(으)로부터 상속된 Public 멤버 함수
 UGA_Base ()
 

Protected 멤버 함수

virtual void ApplyCombatData () override
 
void OnMontageCompleted ()
 
void OnMontageInterrupted ()
 
- UGA_CombatBase(으)로부터 상속된 Protected 멤버 함수
void SetupHitCheckListeners ()
 
void SetupSingleHitCheckListener ()
 
void OnHitCheckStart (FGameplayEventData Payload)
 
void OnHitCheckEnd (FGameplayEventData Payload)
 
void OnSingleHitCheck (FGameplayEventData Payload)
 
void OnTraceResultCallback (const FGameplayAbilityTargetDataHandle &TargetDataHandle, float CurrentLevel)
 
void GetValidTargets (const FGameplayAbilityTargetDataHandle &TargetDataHandle, TArray< AActor * > &OutValidActors) const
 
void ApplyEffectsToTargets (const TArray< AActor * > &TargetActors, float CurrentLevel)
 
void ApplyKnockbackToTargets (const TArray< AActor * > &TargetActors, AActor *Attacker)
 
void ApplyGlobalHitStop ()
 
FORCEINLINE void SetHitStopEnabled (bool bEnable)
 
- 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< UAnimMontage > AttackMontage
 
- UGA_CombatBase(으)로부터 상속된 Protected 속성
TObjectPtr< UAT_TraceActiveTraceTask
 
TSubclassOf< ATA_TraceHitTraceClass
 
TArray< TSubclassOf< UGameplayEffect > > TargetEffectClasses
 
FGameplayTag HitCheckStartTag
 
FGameplayTag HitCheckEndTag
 
TEnumAsByte< ECollisionChannel > TraceChannel
 
uint8 bApplyKnockback: 1 = false
 
float KnockbackStrength = 700.0f
 
float KnockbackZComponent = 0.2f
 
uint8 bApplyHitStop: 1 = false
 
float HitStopDuration = 0.05f
 
float HitStopTimeDilation = 0.1f
 

추가로 상속된 멤버들

- UGA_CombatBase(으)로부터 상속된 Public 속성
TObjectPtr< UCombatDataBaseCombatData
 

생성자 & 소멸자 문서화

◆ UGA_EnemyAttack()

UGA_EnemyAttack::UGA_EnemyAttack ( )
14{
15}

멤버 함수 문서화

◆ ActivateAbility()

void UGA_EnemyAttack::ActivateAbility ( const FGameplayAbilitySpecHandle  Handle,
const FGameplayAbilityActorInfo *  ActorInfo,
const FGameplayAbilityActivationInfo  ActivationInfo,
const FGameplayEventData *  TriggerEventData 
)
overridevirtual
30{
31 Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
32
33 if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
34 {
35 EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
36 return;
37 }
38
39 if (!AttackMontage)
40 {
41 EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
42 return;
43 }
44
46
47 if (UAbilityTask_PlayMontageAndWait* MontageTask = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, NAME_None, AttackMontage))
48 {
49 MontageTask->OnCompleted.AddDynamic(this, &ThisClass::OnMontageCompleted);
50 MontageTask->OnInterrupted.AddDynamic(this, &ThisClass::OnMontageInterrupted);
51 MontageTask->OnCancelled.AddDynamic(this, &ThisClass::OnMontageInterrupted);
52 MontageTask->ReadyForActivation();
53 }
54}
void SetupSingleHitCheckListener()
Definition GA_CombatBase.cpp:80
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override
Definition GA_EnemyAttack.cpp:56
TObjectPtr< UAnimMontage > AttackMontage
Definition GA_EnemyAttack.h:32
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ ApplyCombatData()

void UGA_EnemyAttack::ApplyCombatData ( )
overrideprotectedvirtual

UGA_CombatBase(으)로부터 재구현되었습니다.

18{
19 Super::ApplyCombatData();
20
21 if (UEnemyAttackData* Data = Cast<UEnemyAttackData>(CombatData))
22 {
23 AttackMontage = Data->AttackMontage;
24 }
25}
Definition EnemyAttackData.h:11
TObjectPtr< UCombatDataBase > CombatData
Definition GA_CombatBase.h:68

◆ EndAbility()

void UGA_EnemyAttack::EndAbility ( const FGameplayAbilitySpecHandle  Handle,
const FGameplayAbilityActorInfo *  ActorInfo,
const FGameplayAbilityActivationInfo  ActivationInfo,
bool  bReplicateEndAbility,
bool  bWasCancelled 
)
overridevirtual

UGA_CombatBase(으)로부터 재구현되었습니다.

58{
59 if (ActorInfo && ActorInfo->AvatarActor.IsValid())
60 {
61 if (ACharacter* AvatarCharacter = Cast<ACharacter>(ActorInfo->AvatarActor.Get()))
62 {
63 if (AController* Controller = AvatarCharacter->GetController())
64 {
65 if (UStateTreeComponent* StateTreeComp = Controller->FindComponentByClass<UStateTreeComponent>())
66 {
67 FStateTreeEvent Event;
68 Event.Tag = TAG_STATETREE_EVENT_ENDABILITY;
69
70 StateTreeComp->SendStateTreeEvent(Event);
71 }
72 }
73 }
74 }
75
76 Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled);
77}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnMontageCompleted()

void UGA_EnemyAttack::OnMontageCompleted ( )
protected
80{
81 EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, true, false);
82}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ OnMontageInterrupted()

void UGA_EnemyAttack::OnMontageInterrupted ( )
protected
85{
86 EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, true, true);
87}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ AttackMontage

TObjectPtr<UAnimMontage> UGA_EnemyAttack::AttackMontage
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: