KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ADoor.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"
6#include "GameFramework/Actor.h"
7#include "ADoor.generated.h"
8
9UCLASS()
10class ONEPIECE_API ADoor : public AActor
11{
12 GENERATED_BODY()
13
14public:
15 ADoor();
16
17protected:
18 virtual void BeginPlay() override;
19
20public:
21 UFUNCTION()
22 void OnDoorMessage(int32 InDoorIndex, bool bInOpen, AActor* EventInstigator);
23
24 UFUNCTION(BlueprintCallable)
25 void UpdateDoor(float InAlpha);
26
27 UFUNCTION(BlueprintNativeEvent)
28 void OpenDoor();
29 virtual void OpenDoor_Implementation();
30
31 UFUNCTION(BlueprintNativeEvent)
32 void CloseDoor();
33 virtual void CloseDoor_Implementation();
34
35public:
36 UPROPERTY(VisibleAnywhere)
37 TObjectPtr<USceneComponent> SceneRoot;
38
39 UPROPERTY(VisibleAnywhere)
40 TObjectPtr<UStaticMeshComponent> SM_Frame;
41 UPROPERTY(VisibleAnywhere)
42 TObjectPtr<UStaticMeshComponent> SM_Left;
43 UPROPERTY(VisibleAnywhere)
44 TObjectPtr<UStaticMeshComponent> SM_Right;
45
46 UPROPERTY(EditAnywhere, BlueprintReadWrite)
47 int32 DoorIndex = 0;
48
49 UPROPERTY(EditAnywhere, BlueprintReadWrite)
50 int32 ReqCount = 1;
51
52 UPROPERTY(EditAnywhere, BlueprintReadWrite)
53 bool OneShot = false;
54
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Door")
57 bool bStartOpened = false;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite)
60 FVector LeftOpen = FVector(-120,0,0);
61 UPROPERTY(EditAnywhere, BlueprintReadWrite)
62 FVector RightOpen = FVector(120,0,0);
63
64private:
65 int32 CurCount = 0;
66 float Alpha = 0.0f;
67};
Definition ADoor.h:11