#include <GC_DamageText.h>
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| FORCEINLINE UTexture2D * | GetTexture (const int32 Index, const bool IsCritical) const |
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| TArray< UTexture2D * > | GetNumberTextures (int32 Damage, bool IsCritical, int32 &OutDamageTextLength) const |
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◆ GetNumberTextures()
| TArray< UTexture2D * > UGC_DamageText::GetNumberTextures |
( |
int32 |
Damage, |
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bool |
IsCritical, |
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int32 & |
OutDamageTextLength |
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) |
| const |
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protected |
7{
8 TArray<UTexture2D*> Result;
9 OutDamageStringLength = 0;
10 int Temp = Damage;
11
12 while (Temp > 0)
13 {
14 const int Index = FMath::Clamp(Temp % 10, 0, 9);
16 Temp /= 10;
17 OutDamageStringLength++;
18 }
19
20 const int Length = OutDamageStringLength / 2;
21
22 for (int index = 0; index <= Length; ++index)
23 {
24 Result.Swap(index, OutDamageStringLength - index - 1);
25 }
26
27 return Result;
28}
FORCEINLINE UTexture2D * GetTexture(const int32 Index, const bool IsCritical) const
Definition GC_DamageText.h:18
◆ GetTexture()
| FORCEINLINE UTexture2D * UGC_DamageText::GetTexture |
( |
const int32 |
Index, |
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const bool |
IsCritical |
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) |
| const |
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inline |
19 {
21 }
TArray< TObjectPtr< UTexture2D > > CriticalNumberTextures
Definition GC_DamageText.h:29
TArray< TObjectPtr< UTexture2D > > DefaultNumberTextures
Definition GC_DamageText.h:32
◆ CriticalNumberTextures
| TArray<TObjectPtr<UTexture2D> > UGC_DamageText::CriticalNumberTextures |
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protected |
◆ DefaultNumberTextures
| TArray<TObjectPtr<UTexture2D> > UGC_DamageText::DefaultNumberTextures |
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protected |
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