Payback 0.0.1
CK Graduation Project
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ULSE_Block 클래스 참조

#include <LSE_Block.h>

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

Public 멤버 함수

virtual void OnPreLoadStart (const FLevelStreamingContext Context) override
 
virtual void OnPostLoadEnd (const FLevelStreamingContext Context) override
 
virtual void OnPreLoadEnd (const FLevelStreamingContext Context) override
 
virtual void OnPostLoadStart (const FLevelStreamingContext Context) override
 
virtual ELevelStreamingEffectResult OnPreLoadUpdate (const FLevelStreamingContext Context) override
 
virtual ELevelStreamingEffectResult OnPostLoadUpdate (const FLevelStreamingContext Context) override
 
- ULevelStreamingEffect(으)로부터 상속된 Public 멤버 함수
virtual void InitEffect ()
 
virtual void OnCompletedEffectsByPhase (const ELevelStreamingPhase CompletedPhase)
 

추가로 상속된 멤버들

- ULevelStreamingEffect(으)로부터 상속된 Public 속성
bool bSkipThisEffect = false
 
ELevelStreamingEffectResult LastExecutionResult = ELevelStreamingEffectResult::None
 

멤버 함수 문서화

◆ OnPostLoadEnd()

void ULSE_Block::OnPostLoadEnd ( const FLevelStreamingContext  Context)
overridevirtual

ILevelPostLoad를 구현.

32{
33 APlayerController* PC = Context.PlayerController;
34
35 if (PC == nullptr)
36 {
37 LOG_ERROR(LogCK, "플레이어 없어서 입력 방지 못함.");
38 return;
39 }
40
41 PC->ResetIgnoreMoveInput();
42 PC->ResetIgnoreLookInput();
43
44 if (ACharacter* Character = Cast<ACharacter>(PC->GetPawn()))
45 {
46 Character->GetCharacterMovement()->SetMovementMode(MOVE_Walking);
47 }
48}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:32
TObjectPtr< APlayerController > PlayerController
Definition LevelStreamingContext.h:29

◆ OnPostLoadStart()

virtual void ULSE_Block::OnPostLoadStart ( const FLevelStreamingContext  Context)
inlineoverridevirtual

ILevelPostLoad를 구현.

29 {
30 }

◆ OnPostLoadUpdate()

virtual ELevelStreamingEffectResult ULSE_Block::OnPostLoadUpdate ( const FLevelStreamingContext  Context)
inlineoverridevirtual

ILevelPostLoad를 구현.

39 {
40 return ELevelStreamingEffectResult::Completed;
41 }

◆ OnPreLoadEnd()

virtual void ULSE_Block::OnPreLoadEnd ( const FLevelStreamingContext  Context)
inlineoverridevirtual

ILevelPreLoad를 구현.

25 {
26 }

◆ OnPreLoadStart()

void ULSE_Block::OnPreLoadStart ( const FLevelStreamingContext  Context)
overridevirtual

ILevelPreLoad를 구현.

12{
13 APlayerController* PC = Context.PlayerController;
14
15 if (PC == nullptr)
16 {
17 LOG_ERROR(LogCK, "플레이어 없어서 입력 방지 못함.");
18 return;
19 }
20
21 PC->SetIgnoreMoveInput(true);
22 PC->SetIgnoreLookInput(true);
23
24 if (ACharacter* Character = Cast<ACharacter>(PC->GetPawn()))
25 {
26 Character->GetCharacterMovement()->DisableMovement();
27 }
28}

◆ OnPreLoadUpdate()

virtual ELevelStreamingEffectResult ULSE_Block::OnPreLoadUpdate ( const FLevelStreamingContext  Context)
inlineoverridevirtual

ILevelPreLoad를 구현.

34 {
35 return ELevelStreamingEffectResult::Completed;
36 }

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: