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UPlayerDeathFlowDefinition 클래스 참조

#include <PlayerDeathFlowDefinition.h>

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

Public 멤버 함수

 UPlayerDeathFlowDefinition ()
 
bool StartPlayerDeathFlow (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
FORCEINLINE UUserWidgetBaseGetActiveDeathWidget () const
 
FORCEINLINE FUIContext GetDeathPopupContext () const
 
- UFlowDefinitionBase(으)로부터 상속된 Public 멤버 함수
bool StartFlow (UObject *InFlowOwner)
 
void FinishFlow ()
 
void ResetFlow ()
 
FORCEINLINE bool IsRunning () const
 
FORCEINLINE UObject * GetFlowOwner () const
 

Protected 멤버 함수

virtual void HandleFlowStarted (UObject *InFlowOwner) override
 
virtual void HandleFlowReset () override
 
virtual void PlayDeathFlow_Implementation (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
void PlayDeathFlow (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
void CacheLastStageEventBeforeDeath (UPlayerManagementSubsystem *InPlayerManagementSubsystem) const
 
- UPlayerFlowDefinitionBase(으)로부터 상속된 Protected 멤버 함수
bool StartPlayerFlow (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
FORCEINLINE UPlayerManagementSubsystemGetPlayerManagementSubsystem () const
 
FORCEINLINE AActor * GetPlayerActor () const
 
- UFlowDefinitionBase(으)로부터 상속된 Protected 멤버 함수
void StopFlow ()
 
virtual void HandleFlowFinished ()
 
void ReceiveFlowStarted (UObject *InFlowOwner)
 
void ReceiveFlowFinished ()
 
void ReceiveFlowReset ()
 

Protected 속성

FUIContext DeathPopupContext
 
TWeakObjectPtr< UUserWidgetBaseActiveDeathWidget
 

생성자 & 소멸자 문서화

◆ UPlayerDeathFlowDefinition()

UPlayerDeathFlowDefinition::UPlayerDeathFlowDefinition ( )
18{
19 DeathPopupContext.LayerTag = TAG_UI_LAYER_POPUP;
20}
FUIContext DeathPopupContext
Definition PlayerDeathFlowDefinition.h:54
FGameplayTag LayerTag
Definition UIContext.h:21

멤버 함수 문서화

◆ CacheLastStageEventBeforeDeath()

void UPlayerDeathFlowDefinition::CacheLastStageEventBeforeDeath ( UPlayerManagementSubsystem InPlayerManagementSubsystem) const
protected
45{
46 if (InPlayerManagementSubsystem == nullptr)
47 {
48 LOG_ERROR(LogCKPlayer, "%s를 가져올 수 없습니다. ", NAMEOF(UPlayerManagementSubsystem));
49 return;
50 }
51
52 if (const UStageManagementSubsystem* StageManagement = UCK_BPFunctionLibrary::GetStageManagementSubsystem(InPlayerManagementSubsystem))
53 {
54 InPlayerManagementSubsystem->CacheLastStageEventID(StageManagement->GetLastPlayerTriggeredEventID());
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
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetActiveDeathWidget()

FORCEINLINE UUserWidgetBase * UPlayerDeathFlowDefinition::GetActiveDeathWidget ( ) const
inline
30 {
31 return ActiveDeathWidget.Get();
32 }
TWeakObjectPtr< UUserWidgetBase > ActiveDeathWidget
Definition PlayerDeathFlowDefinition.h:57

◆ GetDeathPopupContext()

FORCEINLINE FUIContext UPlayerDeathFlowDefinition::GetDeathPopupContext ( ) const
inline
36 {
37 return DeathPopupContext;
38 }

◆ HandleFlowReset()

void UPlayerDeathFlowDefinition::HandleFlowReset ( )
overrideprotectedvirtual

UPlayerFlowDefinitionBase(으)로부터 재구현되었습니다.

38{
39 Super::HandleFlowReset();
40 ActiveDeathWidget.Reset();
41}

◆ HandleFlowStarted()

void UPlayerDeathFlowDefinition::HandleFlowStarted ( UObject *  InFlowOwner)
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
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ PlayDeathFlow()

void UPlayerDeathFlowDefinition::PlayDeathFlow ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
protected
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ PlayDeathFlow_Implementation()

virtual void UPlayerDeathFlowDefinition::PlayDeathFlow_Implementation ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
inlineprotectedvirtual
43{ }

◆ StartPlayerDeathFlow()

bool UPlayerDeathFlowDefinition::StartPlayerDeathFlow ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
24{
25 return StartPlayerFlow(InPlayerManagementSubsystem, InPlayerActor);
26}
bool StartPlayerFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
Definition PlayerFlowDefinitionBase.cpp:10
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ ActiveDeathWidget

TWeakObjectPtr<UUserWidgetBase> UPlayerDeathFlowDefinition::ActiveDeathWidget
protected

◆ DeathPopupContext

FUIContext UPlayerDeathFlowDefinition::DeathPopupContext
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: