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UPlayerFlowDefinitionBase 클래스 참조

#include <PlayerFlowDefinitionBase.h>

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

Protected 멤버 함수

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

Private 속성

TWeakObjectPtr< UPlayerManagementSubsystemPlayerManagementSubsystem
 
TWeakObjectPtr< AActor > PlayerActor
 

추가로 상속된 멤버들

- UFlowDefinitionBase(으)로부터 상속된 Public 멤버 함수
bool StartFlow (UObject *InFlowOwner)
 
void FinishFlow ()
 
void ResetFlow ()
 
FORCEINLINE bool IsRunning () const
 
FORCEINLINE UObject * GetFlowOwner () const
 

멤버 함수 문서화

◆ GetPlayerActor()

FORCEINLINE AActor * UPlayerFlowDefinitionBase::GetPlayerActor ( ) const
inlineprotected
27 {
28 return PlayerActor.Get();
29 }
TWeakObjectPtr< AActor > PlayerActor
Definition PlayerFlowDefinitionBase.h:39
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ GetPlayerManagementSubsystem()

FORCEINLINE UPlayerManagementSubsystem * UPlayerFlowDefinitionBase::GetPlayerManagementSubsystem ( ) const
inlineprotected
22 {
23 return PlayerManagementSubsystem.Get();
24 }
TWeakObjectPtr< UPlayerManagementSubsystem > PlayerManagementSubsystem
Definition PlayerFlowDefinitionBase.h:36
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ HandleFlowReset()

void UPlayerFlowDefinitionBase::HandleFlowReset ( )
overrideprotectedvirtual

UFlowDefinitionBase(으)로부터 재구현되었습니다.

UPlayerDeathFlowDefinition에서 재구현되었습니다.

34{
35 Super::HandleFlowReset();
37 PlayerActor.Reset();
38}

◆ StartPlayerFlow()

bool UPlayerFlowDefinitionBase::StartPlayerFlow ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
protected
11{
12 if (InPlayerManagementSubsystem == nullptr || InPlayerActor == nullptr || IsRunning())
13 {
14 return false;
15 }
16
17 PlayerManagementSubsystem = InPlayerManagementSubsystem;
18 PlayerActor = InPlayerActor;
19
20 if (StartFlow(InPlayerManagementSubsystem) == false)
21 {
23 PlayerActor.Reset();
24 return false;
25 }
26 else
27 {
28 return true;
29 }
30}
FORCEINLINE bool IsRunning() const
Definition FlowDefinitionBase.h:26
bool StartFlow(UObject *InFlowOwner)
Definition FlowDefinitionBase.cpp:7
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ PlayerActor

TWeakObjectPtr<AActor> UPlayerFlowDefinitionBase::PlayerActor
private

◆ PlayerManagementSubsystem

TWeakObjectPtr<UPlayerManagementSubsystem> UPlayerFlowDefinitionBase::PlayerManagementSubsystem
private

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: