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UProjectileMovementLinear 클래스 참조

#include <ProjectileMovementLinear.h>

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

Public 멤버 함수

virtual void Activate (const FVector &InStart, const FVector &InDirection) override
 
virtual bool Simulate (float InDeltaTime, AActor *InOwner) override
 
- UProjectileMovementBase(으)로부터 상속된 Public 멤버 함수
virtual float GetProjectileDuration () const
 
FORCEINLINE FVector GetCurrentVelocity () const
 

Public 속성

float Speed = 1000.f
 
- UProjectileMovementBase(으)로부터 상속된 Public 속성
virtual void virtual Activate(const FVector &InStart, const FVector &InDirectionOrTarget) PURE_VIRTUAL(UProjectileMovementBase bool Simulate (float InDeltaTime, AActor *InOwner) PURE_VIRTUAL(UProjectileMovementBase
 

Private 속성

FVector FlightDirection = FVector::ZeroVector
 

추가로 상속된 멤버들

- UProjectileMovementBase(으)로부터 상속된 Protected 속성
FVector CurrentVelocity = FVector::ZeroVector
 

멤버 함수 문서화

◆ Activate()

void UProjectileMovementLinear::Activate ( const FVector &  InStart,
const FVector &  InDirection 
)
overridevirtual
9{
10 FlightDirection = InDirection.GetSafeNormal();
12}
FVector CurrentVelocity
Definition ProjectileMovementBase.h:28
FVector FlightDirection
Definition ProjectileMovementLinear.h:27
float Speed
Definition ProjectileMovementLinear.h:24

◆ Simulate()

bool UProjectileMovementLinear::Simulate ( float  InDeltaTime,
AActor *  InOwner 
)
overridevirtual
16{
17 const FVector NewLocation = InOwner->GetActorLocation() + CurrentVelocity * InDeltaTime;
18 InOwner->SetActorLocation(NewLocation, true);
19
20 return false;
21}

멤버 데이터 문서화

◆ FlightDirection

FVector UProjectileMovementLinear::FlightDirection = FVector::ZeroVector
private

◆ Speed

float UProjectileMovementLinear::Speed = 1000.f

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