WjWorld
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AWjWorldCharacterWaitingRoom Class Reference

#include <WjWorldCharacterWaitingRoom.h>

Inheritance diagram for AWjWorldCharacterWaitingRoom:
AWjWorldCharacterBase

Public Member Functions

 AWjWorldCharacterWaitingRoom ()
void UpdateReadyState (bool bIsReady)
void UpdateTeamAppearance (int32 TeamID)
Public Member Functions inherited from AWjWorldCharacterBase
 AWjWorldCharacterBase ()
void SetCharacterViewMode (ECharacterCameraMode NewViewMode)
void SetCharacterViewMode (const FGameplayTag &NewViewMode)
virtual void Tick (float DeltaTime) override
virtual void OnRep_PlayerState () override
virtual void SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override
TObjectPtr< UGameplayCameraComponent > GetGamePlayCamera ()
UInputMappingContext * GetDefaultMappingContext () const
UWjWorldCosmeticComponent * GetCosmeticComponent () const

Protected Member Functions

virtual void BeginPlay () override
virtual void PossessedBy (AController *NewController) override
virtual void InitializeCharacter () override
virtual void SetupInputBindings (class UInputComponent *PlayerInputComponent) override
void InitializeWaitingRoomCharacter ()
Protected Member Functions inherited from AWjWorldCharacterBase
virtual void PostInitializeComponents () override
virtual void GasInputPressed (int32 InputID)
virtual void GasInputReleased (int32 InputID)
virtual void Move (const FInputActionValue &Value)
virtual void Interact (const FInputActionValue &Value)

Protected Attributes

bool bIsReady = false
int32 CurrentTeamID = 0
Protected Attributes inherited from AWjWorldCharacterBase
TObjectPtr< UGameplayCameraComponent > GamePlayCamera
TSoftObjectPtr< USkeletalMesh > DefaultSkeletalMesh
TSoftClassPtr< UAnimInstance > DefaultAnimBlueprintClass
TSoftObjectPtr< UInputMappingContext > DefaultMappingContext
TObjectPtr< UWjWorldCosmeticComponent > CosmeticComponent

Additional Inherited Members

Public Attributes inherited from AWjWorldCharacterBase
FOnCharacterViewModeChanged OnCharacterViewModeChanged

Detailed Description

대기실 캐릭터 클래스

역할:

  • 대기실 화면에서 사용되는 캐릭터
  • 팀 선택 및 준비 상태 표현

Constructor & Destructor Documentation

◆ AWjWorldCharacterWaitingRoom()

AWjWorldCharacterWaitingRoom::AWjWorldCharacterWaitingRoom ( )

Member Function Documentation

◆ BeginPlay()

void AWjWorldCharacterWaitingRoom::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AWjWorldCharacterBase.

◆ InitializeCharacter()

void AWjWorldCharacterWaitingRoom::InitializeCharacter ( )
overrideprotectedvirtual

캐릭터 초기화

Reimplemented from AWjWorldCharacterBase.

◆ InitializeWaitingRoomCharacter()

void AWjWorldCharacterWaitingRoom::InitializeWaitingRoomCharacter ( )
protected

대기실 전용 초기화

◆ PossessedBy()

void AWjWorldCharacterWaitingRoom::PossessedBy ( AController * NewController)
overrideprotectedvirtual

Reimplemented from AWjWorldCharacterBase.

◆ SetupInputBindings()

void AWjWorldCharacterWaitingRoom::SetupInputBindings ( class UInputComponent * PlayerInputComponent)
overrideprotectedvirtual

입력 바인딩 설정

Reimplemented from AWjWorldCharacterBase.

◆ UpdateReadyState()

void AWjWorldCharacterWaitingRoom::UpdateReadyState ( bool bIsReady)

준비 상태에 따른 외형 변경

◆ UpdateTeamAppearance()

void AWjWorldCharacterWaitingRoom::UpdateTeamAppearance ( int32 TeamID)

팀 변경에 따른 외형 업데이트

Member Data Documentation

◆ bIsReady

bool AWjWorldCharacterWaitingRoom::bIsReady = false
protected

현재 준비 상태

◆ CurrentTeamID

int32 AWjWorldCharacterWaitingRoom::CurrentTeamID = 0
protected

현재 팀 ID


The documentation for this class was generated from the following files: