Payback 0.0.1
CK Graduation Project
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UPlayerSkillHUDWidget 클래스 참조

#include <PlayerSkillHUDWidget.h>

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

Public 멤버 함수

virtual void SetAbilitySystemComponent (AActor *InOwner) override
 
- UUserWidgetBase(으)로부터 상속된 Public 멤버 함수
virtual UAbilitySystemComponent * GetAbilitySystemComponent () const override
 
virtual void OnPushedToLayer ()
 
virtual void OnPoppedFromLayer ()
 
virtual void OnActivated ()
 
virtual void OnDeactivated ()
 
void Activate ()
 
void Deactivate ()
 
FORCEINLINE FGameplayTag GetLayerTag () const
 
FORCEINLINE void SetLayerTag (const FGameplayTag InTag)
 
FORCEINLINE bool IsPrimary () const
 
FORCEINLINE void SetPrimary (const bool InPrimary)
 
FORCEINLINE EWidgetState GetWidgetState () const
 
FORCEINLINE void SetWidgetState (const EWidgetState InState)
 
FORCEINLINE UWaitForWidgetActivationGetActivationHandle ()
 
FORCEINLINE bool HasAppearanceAnim () const
 
FORCEINLINE bool HasDisappearanceAnim () const
 

Protected 속성

TObjectPtr< USkillSlotWidgetSkillSlot_RMB
 
TObjectPtr< USkillSlotWidgetSkillSlot_LMB
 
TObjectPtr< USkillSlotWidgetSkillSlot_Space
 
TObjectPtr< USkillSlotWidgetSkillSlot_Key1
 
TObjectPtr< USkillSlotWidgetSkillSlot_Key2
 
- UUserWidgetBase(으)로부터 상속된 Protected 속성
EWidgetState WidgetState
 
TObjectPtr< UAbilitySystemComponent > ASC
 
FGameplayTag LayerTag
 
bool bPrimary = false
 
TObjectPtr< UWidgetAnimation > AppearanceAnim
 
TObjectPtr< UWidgetAnimation > DisappearanceAnim
 

추가로 상속된 멤버들

- UUserWidgetBase(으)로부터 상속된 Protected 멤버 함수
virtual void OnWidgetActivated ()
 
virtual void OnWidgetDeactivated ()
 
void OnPushedToLayer_Internal ()
 
void OnPoppedFromLayer_Internal ()
 
void OnActivated_Internal ()
 
void OnDeactivated_Internal ()
 

멤버 함수 문서화

◆ SetAbilitySystemComponent()

void UPlayerSkillHUDWidget::SetAbilitySystemComponent ( AActor *  InOwner)
overridevirtual

UUserWidgetBase(으)로부터 재구현되었습니다.

11{
12 Super::SetAbilitySystemComponent(InOwner);
13
14 if (InOwner == nullptr)
15 {
16 return;
17 }
18
19 const TArray<USkillSlotWidget*> SkillSlots =
20 {
26 };
27
28 Algo::NullSafeForEach(SkillSlots, [InOwner](USkillSlotWidget* SkillSlot)
29 {
30 SkillSlot->SetAbilitySystemComponent(InOwner);
31 });
32}
TObjectPtr< USkillSlotWidget > SkillSlot_Key1
Definition PlayerSkillHUDWidget.h:32
TObjectPtr< USkillSlotWidget > SkillSlot_Key2
Definition PlayerSkillHUDWidget.h:35
TObjectPtr< USkillSlotWidget > SkillSlot_Space
Definition PlayerSkillHUDWidget.h:29
TObjectPtr< USkillSlotWidget > SkillSlot_LMB
Definition PlayerSkillHUDWidget.h:26
TObjectPtr< USkillSlotWidget > SkillSlot_RMB
Definition PlayerSkillHUDWidget.h:23
Definition SkillSlotWidget.h:35
virtual void SetAbilitySystemComponent(AActor *InOwner) override
Definition SkillSlotWidget.cpp:16
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ SkillSlot_Key1

TObjectPtr<USkillSlotWidget> UPlayerSkillHUDWidget::SkillSlot_Key1
protected

◆ SkillSlot_Key2

TObjectPtr<USkillSlotWidget> UPlayerSkillHUDWidget::SkillSlot_Key2
protected

◆ SkillSlot_LMB

TObjectPtr<USkillSlotWidget> UPlayerSkillHUDWidget::SkillSlot_LMB
protected

◆ SkillSlot_RMB

TObjectPtr<USkillSlotWidget> UPlayerSkillHUDWidget::SkillSlot_RMB
protected

◆ SkillSlot_Space

TObjectPtr<USkillSlotWidget> UPlayerSkillHUDWidget::SkillSlot_Space
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: