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UPlayerSpawnFlowDefinition 클래스 참조

#include <PlayerSpawnFlowDefinition.h>

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

Public 멤버 함수

 UPlayerSpawnFlowDefinition ()
 
bool StartPlayerSpawnFlow (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
FORCEINLINE FUIContext GetPlayerRootHUDContext () 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 PlaySpawnFlow_Implementation (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
void PlaySpawnFlow (UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
 
- UPlayerFlowDefinitionBase(으)로부터 상속된 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 HandleFlowFinished ()
 
void ReceiveFlowStarted (UObject *InFlowOwner)
 
void ReceiveFlowFinished ()
 
void ReceiveFlowReset ()
 

Protected 속성

FUIContext PlayerRootHUDContext
 

생성자 & 소멸자 문서화

◆ UPlayerSpawnFlowDefinition()

UPlayerSpawnFlowDefinition::UPlayerSpawnFlowDefinition ( )
10{
11 PlayerRootHUDContext.LayerTag = TAG_UI_LAYER_HUD;
12}
FUIContext PlayerRootHUDContext
Definition PlayerSpawnFlowDefinition.h:43
FGameplayTag LayerTag
Definition UIContext.h:21

멤버 함수 문서화

◆ GetPlayerRootHUDContext()

FORCEINLINE FUIContext UPlayerSpawnFlowDefinition::GetPlayerRootHUDContext ( ) const
inline
29 {
31 }

◆ HandleFlowStarted()

void UPlayerSpawnFlowDefinition::HandleFlowStarted ( UObject *  InFlowOwner)
overrideprotectedvirtual

UFlowDefinitionBase(으)로부터 재구현되었습니다.

22{
23 Super::HandleFlowStarted(InFlowOwner);
25}
FORCEINLINE AActor * GetPlayerActor() const
Definition PlayerFlowDefinitionBase.h:26
FORCEINLINE UPlayerManagementSubsystem * GetPlayerManagementSubsystem() const
Definition PlayerFlowDefinitionBase.h:21
void PlaySpawnFlow(UPlayerManagementSubsystem *InPlayerManagementSubsystem, AActor *InPlayerActor)
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ PlaySpawnFlow()

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

◆ PlaySpawnFlow_Implementation()

virtual void UPlayerSpawnFlowDefinition::PlaySpawnFlow_Implementation ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
inlineprotectedvirtual
35{ }

◆ StartPlayerSpawnFlow()

bool UPlayerSpawnFlowDefinition::StartPlayerSpawnFlow ( UPlayerManagementSubsystem InPlayerManagementSubsystem,
AActor *  InPlayerActor 
)
16{
17 return StartPlayerFlow(InPlayerManagementSubsystem, InPlayerActor);
18}
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

◆ PlayerRootHUDContext

FUIContext UPlayerSpawnFlowDefinition::PlayerRootHUDContext
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: