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UPlayerWeaponRootHUD 클래스 참조

#include <PlayerWeaponRootHUD.h>

UPlayerWeaponRootHUD에 대한 상속 다이어그램 :
Inheritance graph
UPlayerWeaponRootHUD에 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 멤버 함수

virtual void NativeConstruct () override
 
virtual void NativeDestruct () override
 
void BindPlayerManagementSubsystem ()
 
void UnbindPlayerManagementSubsystem ()
 
void OnPlayerWeaponChanged (FGameplayTag PreviousWeaponTag, FGameplayTag NewWeaponTag)
 
- 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 ()
 

Protected 속성

TWeakObjectPtr< UPlayerManagementSubsystemBoundPlayerManagement
 
TObjectPtr< UWeaponSlotWidgetSwordWeaponSlot
 
TObjectPtr< UWeaponSlotWidgetStaffWeaponSlot
 
- UUserWidgetBase(으)로부터 상속된 Protected 속성
EWidgetState WidgetState
 
TObjectPtr< UAbilitySystemComponent > ASC
 
FGameplayTag LayerTag
 
bool bPrimary = false
 
TObjectPtr< UWidgetAnimation > AppearanceAnim
 
TObjectPtr< UWidgetAnimation > DisappearanceAnim
 

멤버 함수 문서화

◆ BindPlayerManagementSubsystem()

void UPlayerWeaponRootHUD::BindPlayerManagementSubsystem ( )
protected
33{
34 ULocalPlayer* LocalPlayer = GetOwningLocalPlayer();
35
36 if (LocalPlayer == nullptr)
37 {
38 return;
39 }
40
41 UPlayerManagementSubsystem* PlayerManagement = LocalPlayer->GetSubsystem<UPlayerManagementSubsystem>();
42
43 if (PlayerManagement == nullptr)
44 {
45 return;
46 }
47
48 if (BoundPlayerManagement.IsValid() && BoundPlayerManagement.Get() != PlayerManagement)
49 {
51 }
52
53 BoundPlayerManagement = PlayerManagement;
54 PlayerManagement->WeaponChangedDelegate.AddUniqueDynamic(this, &ThisClass::OnPlayerWeaponChanged);
55 OnPlayerWeaponChanged(PlayerManagement->GetPreviousWeaponTag(), PlayerManagement->GetCurrentWeaponTag());
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
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ NativeConstruct()

void UPlayerWeaponRootHUD::NativeConstruct ( )
overrideprotectedvirtual
19{
20 Super::NativeConstruct();
22}
void BindPlayerManagementSubsystem()
Definition PlayerWeaponRootHUD.cpp:32
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ NativeDestruct()

void UPlayerWeaponRootHUD::NativeDestruct ( )
overrideprotectedvirtual
26{
28 Super::NativeDestruct();
29}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ OnPlayerWeaponChanged()

void UPlayerWeaponRootHUD::OnPlayerWeaponChanged ( FGameplayTag  PreviousWeaponTag,
FGameplayTag  NewWeaponTag 
)
protected
74{
75 if (SwordWeaponSlot == nullptr || StaffWeaponSlot == nullptr)
76 {
77 LOG_ERROR(LogCK, "%s 을 가져올 수 없습니다. ", NAMEOF(UWeaponSlotWidget));
78 return;
79 }
80
81 if (PreviousWeapon == TAG_WEAPON_SWORD)
82 {
83 SwordWeaponSlot->Unselect();
84 }
85
86 if (PreviousWeapon == TAG_WEAPON_STAFF)
87 {
88 StaffWeaponSlot->Unselect();
89 }
90
91 if (NewWeaponTag == TAG_WEAPON_SWORD)
92 {
93 SwordWeaponSlot->Select();
94 }
95
96 if (NewWeaponTag == TAG_WEAPON_STAFF)
97 {
98 StaffWeaponSlot->Select();
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
Definition WeaponSlotWidget.h:17
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ SetAbilitySystemComponent()

void UPlayerWeaponRootHUD::SetAbilitySystemComponent ( AActor *  InOwner)
overridevirtual

UUserWidgetBase(으)로부터 재구현되었습니다.

12{
13 Super::SetAbilitySystemComponent(InOwner);
15}
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ UnbindPlayerManagementSubsystem()

void UPlayerWeaponRootHUD::UnbindPlayerManagementSubsystem ( )
protected
60{
61 if (BoundPlayerManagement.IsValid())
62 {
63 BoundPlayerManagement->WeaponChangedDelegate.RemoveDynamic(this, &ThisClass::OnPlayerWeaponChanged);
65 }
66 else
67 {
68 LOG_ERROR(LogCK, "%s 를 찾지 못했습니다. ", NAMEOF(UPlayerManagementSubsystem));
69 }
70}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

멤버 데이터 문서화

◆ BoundPlayerManagement

TWeakObjectPtr<UPlayerManagementSubsystem> UPlayerWeaponRootHUD::BoundPlayerManagement
protected

◆ StaffWeaponSlot

TObjectPtr<UWeaponSlotWidget> UPlayerWeaponRootHUD::StaffWeaponSlot
protected

◆ SwordWeaponSlot

TObjectPtr<UWeaponSlotWidget> UPlayerWeaponRootHUD::SwordWeaponSlot
protected

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: