#include <PlayerWeaponRootHUD.h>
◆ BindPlayerManagementSubsystem()
| void UPlayerWeaponRootHUD::BindPlayerManagementSubsystem |
( |
| ) |
|
|
protected |
33{
34 ULocalPlayer* LocalPlayer = GetOwningLocalPlayer();
35
36 if (LocalPlayer == nullptr)
37 {
38 return;
39 }
40
42
43 if (PlayerManagement == nullptr)
44 {
45 return;
46 }
47
49 {
51 }
52
56}
Definition PlayerManagementSubsystem.h:42
FORCEINLINE FGameplayTag GetCurrentWeaponTag() const
Definition PlayerManagementSubsystem.h:95
FORCEINLINE FGameplayTag GetPreviousWeaponTag() const
Definition PlayerManagementSubsystem.h:90
FPlayerWeaponChangedDelegate WeaponChangedDelegate
Definition PlayerManagementSubsystem.h:137
TWeakObjectPtr< UPlayerManagementSubsystem > BoundPlayerManagement
Definition PlayerWeaponRootHUD.h:36
void UnbindPlayerManagementSubsystem()
Definition PlayerWeaponRootHUD.cpp:59
void OnPlayerWeaponChanged(FGameplayTag PreviousWeaponTag, FGameplayTag NewWeaponTag)
Definition PlayerWeaponRootHUD.cpp:73
◆ NativeConstruct()
| void UPlayerWeaponRootHUD::NativeConstruct |
( |
| ) |
|
|
overrideprotectedvirtual |
19{
20 Super::NativeConstruct();
22}
void BindPlayerManagementSubsystem()
Definition PlayerWeaponRootHUD.cpp:32
◆ NativeDestruct()
| void UPlayerWeaponRootHUD::NativeDestruct |
( |
| ) |
|
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overrideprotectedvirtual |
26{
28 Super::NativeDestruct();
29}
◆ OnPlayerWeaponChanged()
| void UPlayerWeaponRootHUD::OnPlayerWeaponChanged |
( |
FGameplayTag |
PreviousWeaponTag, |
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|
FGameplayTag |
NewWeaponTag |
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) |
| |
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protected |
74{
76 {
78 return;
79 }
80
81 if (PreviousWeapon == TAG_WEAPON_SWORD)
82 {
84 }
85
86 if (PreviousWeapon == TAG_WEAPON_STAFF)
87 {
89 }
90
91 if (NewWeaponTag == TAG_WEAPON_SWORD)
92 {
94 }
95
96 if (NewWeaponTag == TAG_WEAPON_STAFF)
97 {
99 }
100}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
#define NAMEOF(Type)
Definition CK_UE.h:30
TObjectPtr< UWeaponSlotWidget > SwordWeaponSlot
Definition PlayerWeaponRootHUD.h:40
TObjectPtr< UWeaponSlotWidget > StaffWeaponSlot
Definition PlayerWeaponRootHUD.h:43
◆ SetAbilitySystemComponent()
| void UPlayerWeaponRootHUD::SetAbilitySystemComponent |
( |
AActor * |
InOwner | ) |
|
|
overridevirtual |
UUserWidgetBase(으)로부터 재구현되었습니다.
12{
13 Super::SetAbilitySystemComponent(InOwner);
15}
◆ UnbindPlayerManagementSubsystem()
| void UPlayerWeaponRootHUD::UnbindPlayerManagementSubsystem |
( |
| ) |
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protected |
60{
62 {
65 }
66 else
67 {
69 }
70}
◆ BoundPlayerManagement
◆ StaffWeaponSlot
◆ SwordWeaponSlot
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