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ULSE_BlockInputAndMove 클래스 참조

#include <LSE_BlockInputAndMove.h>

ULSE_BlockInputAndMove에 대한 상속 다이어그램 :
Inheritance graph
ULSE_BlockInputAndMove에 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)
 
virtual void ExecuteUpdate (ELevelStreamingPhase Phase, const FLevelStreamingContext &Context)
 
virtual void CallPrepareOrFinishEvent (ELevelStreamingPhase Phase, ELevelStreamingEffectCallType CallType, const FLevelStreamingContext &Context)
 
FORCEINLINE ELevelStreamingEffectResult GetLastExecutionResult () const
 
FORCEINLINE bool IsSkipThisEffect () const
 

추가로 상속된 멤버들

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

멤버 함수 문서화

◆ OnPostLoadEnd()

void ULSE_BlockInputAndMove::OnPostLoadEnd ( const FLevelStreamingContext  Context)
overridevirtual

ILevelPostLoadInterface를 구현.

57{
58 ACharacter* Character = Cast<ACharacter>(Context.PlayerController->GetPawn());
59
60 if (Character == nullptr)
61 {
62 LOG_WARNING(LogCK, "플레이어 캐릭터를 얻어올 수 없습니다. ");
63 return;
64 }
65
66 IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(Character);
67
68 if (ASI == nullptr)
69 {
70 LOG_ERROR(LogCK, "%s을 얻어올 수 없습니다. ", NAMEOF(IAbilitySystemInterface));
71 return;
72 }
73
74 UAbilitySystemComponent* ASC = ASI->GetAbilitySystemComponent();
75
76 if (ASC == nullptr)
77 {
78 LOG_ERROR(LogCK, "%s을 얻어올 수 없습니다. ", NAMEOF(UAbilitySystemComponent));
79 return;
80 }
81
82 ASC->RemoveLooseGameplayTag(TAG_CHARACTER_STATE_ISBLOCKMOVEMENT);
83 ASC->RemoveLooseGameplayTag(TAG_CHARACTER_STATE_ISBLOCKINPUT);
84 Character->GetCharacterMovement()->SetMovementMode(MOVE_Walking);
85}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
#define LOG_WARNING(Category, Format,...)
Definition CK_UE.h:39
TObjectPtr< APlayerController > PlayerController
Definition LevelStreamingContext.h:39

◆ OnPostLoadStart()

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

ILevelPostLoadInterface를 구현.

31 {
32 }

◆ OnPostLoadUpdate()

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

ILevelPostLoadInterface를 구현.

41 {
42 return ELevelStreamingEffectResult::Completed;
43 }

◆ OnPreLoadEnd()

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

ILevelPreLoadInterface를 구현.

27 {
28 }

◆ OnPreLoadStart()

void ULSE_BlockInputAndMove::OnPreLoadStart ( const FLevelStreamingContext  Context)
overridevirtual

ILevelPreLoadInterface를 구현.

15{
16 ACharacter* Character = Cast<ACharacter>(Context.PlayerController->GetPawn());
17
18 if (Character == nullptr)
19 {
20 LOG_WARNING(LogCK, "플레이어 캐릭터를 얻어올 수 없습니다. ");
21 return;
22 }
23
24 UCharacterMovementComponent* MovementComponent = Character->GetCharacterMovement();
25
26 if (MovementComponent == nullptr)
27 {
28 LOG_WARNING(LogCK, "플레이어 이동 컴포넌트를 얻어올 수 없습니다. ");
29 return;
30 }
31
32 MovementComponent->DisableMovement();
33
34 IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(Character);
35
36 if (ASI == nullptr)
37 {
38 LOG_ERROR(LogCK, "%s을 얻어올 수 없습니다. ", NAMEOF(IAbilitySystemInterface));
39 return;
40 }
41
42 UAbilitySystemComponent* ASC = ASI->GetAbilitySystemComponent();
43
44 if (ASC == nullptr)
45 {
46 LOG_ERROR(LogCK, "%s을 얻어올 수 없습니다. ", NAMEOF(UAbilitySystemComponent));
47 return;
48 }
49
50 ASC->AddLooseGameplayTag(TAG_CHARACTER_STATE_ISBLOCKMOVEMENT);
51 ASC->AddLooseGameplayTag(TAG_CHARACTER_STATE_ISBLOCKINPUT);
52 ASC->CancelAllAbilities();
53}

◆ OnPreLoadUpdate()

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

ILevelPreLoadInterface를 구현.

36 {
37 return ELevelStreamingEffectResult::Completed;
38 }

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