KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ADailyKiosk.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "NetworkData.h"
8#include "GameFramework/Actor.h"
9#include "ADailyKiosk.generated.h"
10
17UCLASS()
18class ONEPIECE_API ADailyKiosk : public AActor
19{
20 GENERATED_BODY()
21
22public:
24
25 class UWidgetComponent* GetWidgetComp() { return WidgetComp; };
26
27protected:
28 virtual void BeginPlay() override;
29
30private:
31 // Interaction
32 UFUNCTION()
33 void OnInteractionTriggered(AActor* Interactor);
34
35 UFUNCTION()
36 void OnResponseDailyQuestion(FResponseChatDailys& InResponseData, bool bWasSuccessful);
37
38 UFUNCTION()
39 void OnOutlineStateChanged(bool bShouldShowOutline);
40
41protected:
42 // Components
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
44 TObjectPtr<class USceneComponent> RootSceneComp;
45
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
47 TObjectPtr<class UStaticMeshComponent> MeshComp;
48
49 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
50 TObjectPtr<class UWidgetComponent> WidgetGuideComp;
51
52 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
53 TObjectPtr<class UInteractableComponent> InteractableComp;
54
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
56 TObjectPtr<class UBoxComponent> BoxComp;
57
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
59 TObjectPtr<class UWidgetComponent> WidgetComp;
60
61
62private:
64 TArray<FWordData> GetRandomKoreanWords(int32 Count);
65};
네트워크 요청과 응답에 사용되는 구조체 및 설정을 정의합니다.
Daily Study Kiosk
Definition ADailyKiosk.h:19
class UWidgetComponent * GetWidgetComp()
Definition ADailyKiosk.h:25
Chat Dailys 응답 구조체입니다.
단어 데이터 구조체입니다.