#include <PlayerDeathFlowDefinition.h>
◆ UPlayerDeathFlowDefinition()
| UPlayerDeathFlowDefinition::UPlayerDeathFlowDefinition |
( |
| ) |
|
18{
20}
FUIContext DeathPopupContext
Definition PlayerDeathFlowDefinition.h:54
FGameplayTag LayerTag
Definition UIContext.h:21
◆ CacheLastStageEventBeforeDeath()
45{
46 if (InPlayerManagementSubsystem == nullptr)
47 {
49 return;
50 }
51
53 {
55 }
56}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
static UStageManagementSubsystem * GetStageManagementSubsystem(const UObject *WorldContextObject)
Definition CK_BPFunctionLibrary.cpp:104
Definition PlayerManagementSubsystem.h:42
void CacheLastStageEventID(const FName StageEventID)
Definition PlayerManagementSubsystem.cpp:251
Definition StageManagementSubsystem.h:147
◆ GetActiveDeathWidget()
| FORCEINLINE UUserWidgetBase * UPlayerDeathFlowDefinition::GetActiveDeathWidget |
( |
| ) |
const |
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inline |
30 {
32 }
TWeakObjectPtr< UUserWidgetBase > ActiveDeathWidget
Definition PlayerDeathFlowDefinition.h:57
◆ GetDeathPopupContext()
| FORCEINLINE FUIContext UPlayerDeathFlowDefinition::GetDeathPopupContext |
( |
| ) |
const |
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inline |
◆ HandleFlowReset()
| void UPlayerDeathFlowDefinition::HandleFlowReset |
( |
| ) |
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overrideprotectedvirtual |
◆ HandleFlowStarted()
| void UPlayerDeathFlowDefinition::HandleFlowStarted |
( |
UObject * |
InFlowOwner | ) |
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|
overrideprotectedvirtual |
UFlowDefinitionBase(으)로부터 재구현되었습니다.
30{
31 Super::HandleFlowStarted(InFlowOwner);
34}
void PlayDeathFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
void CacheLastStageEventBeforeDeath(UPlayerManagementSubsystem *InPlayerManagementSubsystem) const
Definition PlayerDeathFlowDefinition.cpp:44
FORCEINLINE AActor * GetPlayerActor() const
Definition PlayerFlowDefinitionBase.h:26
FORCEINLINE UPlayerManagementSubsystem * GetPlayerManagementSubsystem() const
Definition PlayerFlowDefinitionBase.h:21
◆ PlayDeathFlow()
| void UPlayerDeathFlowDefinition::PlayDeathFlow |
( |
UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
|
|
AActor * |
InPlayerActor |
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) |
| |
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protected |
◆ PlayDeathFlow_Implementation()
| virtual void UPlayerDeathFlowDefinition::PlayDeathFlow_Implementation |
( |
UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
|
|
AActor * |
InPlayerActor |
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) |
| |
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inlineprotectedvirtual |
◆ StartPlayerDeathFlow()
| bool UPlayerDeathFlowDefinition::StartPlayerDeathFlow |
( |
UPlayerManagementSubsystem * |
InPlayerManagementSubsystem, |
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AActor * |
InPlayerActor |
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) |
| |
24{
26}
bool StartPlayerFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
Definition PlayerFlowDefinitionBase.cpp:10
◆ ActiveDeathWidget
| TWeakObjectPtr<UUserWidgetBase> UPlayerDeathFlowDefinition::ActiveDeathWidget |
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protected |
◆ DeathPopupContext
| FUIContext UPlayerDeathFlowDefinition::DeathPopupContext |
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protected |
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