KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ANetworkBroadcastActor.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
8#pragma once
9
10#include "CoreMinimal.h"
11#include "GameFramework/Actor.h"
12#include "EDamageType.h"
13#include "ANetworkBroadcastActor.generated.h"
14
23UCLASS()
24class LATTELIBRARY_API ANetworkBroadcastActor : public AActor
25{
26 GENERATED_BODY()
27
28public:
30
36 UFUNCTION(BlueprintCallable, Category = "Network Events", meta = (WorldContext = "WorldContextObject"))
37 static ANetworkBroadcastActor* Get(const UObject* WorldContextObject);
38
39 // ========================================
40 // Door Message
41 // ========================================
42
49 UFUNCTION(BlueprintCallable, Category = "Network Events")
50 void SendDoorMessage(int InDoorIndex, bool bOpen, AActor* EventInstigator);
51
52protected:
53 UFUNCTION(Server, Reliable)
54 void Server_SendDoorMessage(int InDoorIndex, bool bOpen, AActor* EventInstigator);
55
56 UFUNCTION(NetMulticast, Reliable)
57 void Multicast_SendDoorMessage(int InDoorIndex, bool bOpen, AActor* EventInstigator);
58
59public:
60 // ========================================
61 // Weight Switch
62 // ========================================
63
70 UFUNCTION(BlueprintCallable, Category = "Network Events")
71 void SendWeightSwitch(int InButtonIndex, bool bActive, AActor* EventInstigator);
72
73protected:
74 UFUNCTION(Server, Reliable)
75 void Server_SendWeightSwitch(int InButtonIndex, bool bActive, AActor* EventInstigator);
76
77 UFUNCTION(NetMulticast, Reliable)
78 void Multicast_SendWeightSwitch(int InButtonIndex, bool bActive);
79
80public:
81 // ========================================
82 // HitStop
83 // ========================================
84
91 UFUNCTION(BlueprintCallable, Category = "Network Events")
92 void SendHitStop(AActor* Target, EDamageType Type, AActor* EventInstigator);
93
94protected:
95 UFUNCTION(Server, Reliable)
96 void Server_SendHitStop(AActor* Target, EDamageType Type, AActor* EventInstigator);
97
98 UFUNCTION(NetMulticast, Reliable)
99 void Multicast_SendHitStop(AActor* Target, EDamageType Type);
100
101public:
102 // ========================================
103 // Knockback
104 // ========================================
105
114 UFUNCTION(BlueprintCallable, Category = "Network Events")
115 void SendKnockback(AActor* Target, AActor* KnockbackInstigator, EDamageType Type, float Resistance, AActor* CallInstigator);
116
117protected:
118 UFUNCTION(Server, Reliable)
119 void Server_SendKnockback(AActor* Target, AActor* KnockbackInstigator, EDamageType Type, float Resistance, AActor* CallInstigator);
120
121 UFUNCTION(NetMulticast, Reliable)
122 void Multicast_SendKnockback(AActor* Target, AActor* KnockbackInstigator, EDamageType Type, float Resistance);
123
124public:
125 // ========================================
126 // Mission Timer State
127 // ========================================
128
135 UFUNCTION(BlueprintCallable, Category = "Network Events")
136 void SendUpdateMissionTimerState(bool bIsActive, float TimeLimit, AActor* EventInstigator);
137
138protected:
139 UFUNCTION(Server, Reliable)
140 void Server_SendUpdateMissionTimerState(bool bIsActive, float TimeLimit, AActor* EventInstigator);
141
142 UFUNCTION(NetMulticast, Reliable)
143 void Multicast_SendUpdateMissionTimerState(bool bIsActive, float TimeLimit);
144
145public:
146 // ========================================
147 // Tutor Message
148 // ========================================
149
155 UFUNCTION(BlueprintCallable, Category = "Network Events")
156 void SendTutorMessage(const FText& Message, AActor* EventInstigator);
157
158protected:
159 UFUNCTION(Server, Reliable)
160 void Server_SendTutorMessage(const FText& Message, AActor* EventInstigator);
161
162 UFUNCTION(NetMulticast, Reliable)
163 void Multicast_SendTutorMessage(const FText& Message);
164
165public:
166 // ========================================
167 // Teleport All Players
168 // ========================================
169
175 UFUNCTION(BlueprintCallable, Category = "Network Events")
176 void SendTeleportAllPlayers(const FTransform& TargetTransform, AActor* EventInstigator);
177
178protected:
179 UFUNCTION(Server, Reliable)
180 void Server_SendTeleportAllPlayers(const FTransform& TargetTransform, AActor* EventInstigator);
181
182 UFUNCTION(NetMulticast, Reliable)
183 void Multicast_SendTeleportAllPlayers(const FTransform& TargetTransform);
184
185private:
190 class UBroadcastManager* GetLocalBroadcastManager() const;
191
197 bool ValidateInstigator(AActor* EventInstigator) const;
198
202 static TMap<UWorld*, ANetworkBroadcastActor*> Instances;
203};
EDamageType 클래스를 선언합니다.
EDamageType
Definition EDamageType.h:9
@ Get
HTTP GET 요청을 나타냅니다.
네트워크 복제를 위한 전역 브로드캐스트 Actor
게임 내 전역 이벤트를 중계하는 중앙 이벤트 버스(Event Bus) 서브시스템입니다.