#include <SkillSlotWidget.h>
◆ BindCooldownTagEvent()
| void USkillSlotWidget::BindCooldownTagEvent |
( |
| ) |
|
|
protected |
60{
62 {
63 return;
64 }
65
69
71
73 {
74 return;
75 }
76
78}
◆ GetInputIcon()
◆ GetKeyboardKeyText()
| FORCEINLINE const FText & USkillSlotWidget::GetKeyboardKeyText |
( |
| ) |
const |
|
inline |
◆ GetMouseButton()
◆ NativeConstruct()
| void USkillSlotWidget::NativeConstruct |
( |
| ) |
|
|
overrideprotectedvirtual |
25{
26 Super::NativeConstruct();
28
30 {
32 }
33
35 {
36 return;
37 }
38
40 {
41 LOG_ERROR(LogCK,
"GaugeIcon이 설정되어있지 않습니다. ");
43 return;
44 }
45
49}
#define LOG_ERROR(Category, Format,...)
Definition CK_UE.h:40
◆ NativeDestruct()
| void USkillSlotWidget::NativeDestruct |
( |
| ) |
|
|
overrideprotectedvirtual |
53{
55 Super::NativeDestruct();
56}
◆ NativePreConstruct()
| void USkillSlotWidget::NativePreConstruct |
( |
| ) |
|
|
overrideprotectedvirtual |
264{
265 Super::NativePreConstruct();
267}
◆ OnCooldownCompleted()
| void USkillSlotWidget::OnCooldownCompleted |
( |
| ) |
|
|
protected |
116{
120
122 {
124 }
125
127 {
128 LOG_ERROR(LogCK,
"%s 에 문제가 있어 재생할 수 없습니다. ",
NAMEOF(UWidgetAnimation));
129 return;
130 }
131
133 {
135 }
136
138}
#define NAMEOF(Type)
Definition CK_UE.h:30
◆ OnCooldownStarted()
| void USkillSlotWidget::OnCooldownStarted |
( |
| ) |
|
|
protected |
102{
104
106 {
108 }
109
112}
◆ OnCooldownTagChanged()
| void USkillSlotWidget::OnCooldownTagChanged |
( |
const FGameplayTag |
Tag, |
|
|
int32 |
NewCount |
|
) |
| |
|
protected |
247{
248 if (NewCount > 0)
249 {
251 return;
252 }
253
255 {
256 return;
257 }
258
260}
◆ OnSlotRefreshed()
| void USkillSlotWidget::OnSlotRefreshed |
( |
| ) |
|
|
protectedvirtual |
281{
283 {
285 {
287 {
289 }
290
292 {
294 }
295
297 {
299 }
300
302 {
304 }
305
307 {
309 }
310
312 {
315 }
316
317 break;
318 }
319
321 {
323 {
325 }
326
328 {
330 }
331
333 {
336 }
337
339 {
341 }
342
344 {
347 }
348
349 break;
350 }
351
353 {
355 {
357 }
358
360 {
362 }
363
365 {
367 }
368
370 {
372 }
373
375 {
377 GaugeIcon->SetVisibility(ESlateVisibility::Collapsed);
378 }
379
380 break;
381 }
382 }
383}
◆ SetAbilitySystemComponent()
| void USkillSlotWidget::SetAbilitySystemComponent |
( |
AActor * |
InOwner | ) |
|
|
overridevirtual |
UUserWidgetBase(으)로부터 재구현되었습니다.
17{
19 Super::SetAbilitySystemComponent(InOwner);
21}
◆ SetCooldownProgress()
| void USkillSlotWidget::SetCooldownProgress |
( |
float |
InProgress | ) |
|
|
protected |
217{
219 {
220 return;
221 }
222
224 {
227 }
228
230 {
231 LOG_ERROR(LogCK,
"`ProgressParameterName` 를 찾을 수 없습니다. ");
232 return;
233 }
234
236 {
238 }
239 else
240 {
242 }
243}
◆ StartCooldownUpdateTimer()
| void USkillSlotWidget::StartCooldownUpdateTimer |
( |
| ) |
|
|
protected |
142{
144 {
146 }
147
148 UWorld* World = GetWorld();
149 checkf(World, TEXT(
"%s를 얻어올 수 없습니다. "),
NAMEOF(UWorld));
150 FTimerManager& TimerManager = World->GetTimerManager();
152}
◆ StopCooldownUpdateTimer()
| void USkillSlotWidget::StopCooldownUpdateTimer |
( |
| ) |
|
|
protected |
156{
158 {
160 }
161
162 UWorld* World = GetWorld();
163 checkf(World, TEXT(
"%s를 얻어올 수 없습니다. "),
NAMEOF(UWorld));
164 FTimerManager& TimerManager = World->GetTimerManager();
166}
◆ UnbindCooldownTagEvent()
| void USkillSlotWidget::UnbindCooldownTagEvent |
( |
| ) |
|
|
protected |
82{
84
86 {
88 }
89
91 {
94 }
95
98}
◆ UpdateCooldownProgress()
| void USkillSlotWidget::UpdateCooldownProgress |
( |
| ) |
|
|
protected |
170{
172 {
174 return;
175 }
176
178
180 {
181 LOG_ERROR(LogCK,
"지정된 %s를 찾을 수 없어 동작할 수 없습니다. ",
NAMEOF(FGameplayTag));
183 return;
184 }
185
186 FGameplayTagContainer CooldownTags;
188
189 const FGameplayEffectQuery Query = FGameplayEffectQuery::MakeQuery_MatchAllOwningTags(CooldownTags);
190 const TArray<TPair<float, float>> CooldownTimes =
ASC->GetActiveEffectsTimeRemainingAndDuration(Query);
191
192 if (CooldownTimes.IsEmpty())
193 {
195 return;
196 }
197
198 float Progress = 0.0f;
199
200 for (const TPair<float, float>& CooldownTime : CooldownTimes)
201 {
202 Progress = CooldownTime.Value > KINDA_SMALL_NUMBER ? FMath::Max(Progress, CooldownTime.Key / CooldownTime.Value) : Progress;
203 }
204
206 {
208 }
209 else
210 {
212 }
213}
◆ bCooldownActive
| bool USkillSlotWidget::bCooldownActive = false |
|
private |
◆ bReverseGaugeFillDirection
| bool USkillSlotWidget::bReverseGaugeFillDirection = false |
|
protected |
◆ bUseCooldownGauge
| bool USkillSlotWidget::bUseCooldownGauge = false |
|
protected |
◆ CooldownTagDelegateHandle
| FDelegateHandle USkillSlotWidget::CooldownTagDelegateHandle |
|
private |
◆ CooldownTargetAbilityTag
| FGameplayTag USkillSlotWidget::CooldownTargetAbilityTag = FGameplayTag::EmptyTag |
|
protected |
◆ CooldownUpdateTimerHandle
| FTimerHandle USkillSlotWidget::CooldownUpdateTimerHandle |
|
private |
◆ GaugeBrush
| FSlateBrush USkillSlotWidget::GaugeBrush |
|
protected |
◆ GaugeIcon
| TObjectPtr<UImage> USkillSlotWidget::GaugeIcon |
|
protected |
◆ GaugeMaterial
| TObjectPtr<UMaterialInstanceDynamic> USkillSlotWidget::GaugeMaterial |
|
protected |
◆ IconBrush
| FSlateBrush USkillSlotWidget::IconBrush |
|
protected |
◆ InputIcon
◆ KeyboardKeyIcon
| TObjectPtr<UOverlay> USkillSlotWidget::KeyboardKeyIcon |
|
protected |
◆ KeyboardKeyText
| FText USkillSlotWidget::KeyboardKeyText |
|
protected |
◆ KeyBoxImage
| TObjectPtr<UImage> USkillSlotWidget::KeyBoxImage |
|
protected |
◆ KeyBoxImageBrush
| FSlateBrush USkillSlotWidget::KeyBoxImageBrush |
|
protected |
◆ KeyText
| TObjectPtr<UTextBlock> USkillSlotWidget::KeyText |
|
protected |
◆ MouseButton
◆ MouseButtonIcon
| TObjectPtr<UOverlay> USkillSlotWidget::MouseButtonIcon |
|
protected |
◆ MouseLeftIcon
| TObjectPtr<UImage> USkillSlotWidget::MouseLeftIcon |
|
protected |
◆ MouseRightIcon
| TObjectPtr<UImage> USkillSlotWidget::MouseRightIcon |
|
protected |
◆ PingPong
| TObjectPtr<UWidgetAnimation> USkillSlotWidget::PingPong |
|
protected |
◆ ProgressParameterName
| FName USkillSlotWidget::ProgressParameterName = TEXT("Progress") |
|
protected |
◆ ReadyGlowImage
| TObjectPtr<UImage> USkillSlotWidget::ReadyGlowImage |
|
protected |
◆ SkillIcon
| TObjectPtr<UImage> USkillSlotWidget::SkillIcon |
|
protected |
◆ SkillIconCooldownOpacity
| float USkillSlotWidget::SkillIconCooldownOpacity = 0.37f |
|
protected |
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