KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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Food.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 "NetworkData.h"
7#include "GameFramework/Actor.h"
8#include "Food.generated.h"
9
10/*
11 * 이름은 Food지만, 빈 Food Capsule
12 */
13
14USTRUCT(BlueprintType)
16{
17 GENERATED_BODY()
18
19
20 // 도시 이름
21 UPROPERTY(EditAnywhere, BlueprintReadWrite)
22 FWordInfo word1;
23 // 음식 이름
24 UPROPERTY(EditAnywhere, BlueprintReadWrite)
25 FWordInfo word2;
26
28
29 FFoodCapsuleData(const FWordInfo& InWord1, const FWordInfo& InWord2)
30 : word1(InWord1)
31 , word2(InWord2)
32 {}
33};
34
35UCLASS()
36class ONEPIECE_API AFood : public AActor
37{
38 GENERATED_BODY()
39
40public:
41 // Sets default values for this actor's properties
42 AFood();
43
44protected:
45 // Called when the game starts or when spawned
46 virtual void BeginPlay() override;
47 virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
48
49public:
50 // Called every frame
51 virtual void Tick(float DeltaTime) override;
52
53public:
54 // Components
55 UPROPERTY(EditAnywhere, BlueprintReadWrite)
56 class UStaticMeshComponent* Mesh;
57
58 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite)
59 class UStaticMeshComponent* FoodMesh;
60
61 UPROPERTY(EditAnywhere, BlueprintReadWrite)
62 class UWidgetComponent* CityName;
63
64 UPROPERTY(VisibleAnywhere)
65 TObjectPtr<class UInteractableComponent> InteractableComp;
66
67public:
68 //---------------------------------------------------
69 // Data
70 //---------------------------------------------------
71 // 데이터 테이블
72 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Data")
73 class UDataTable* ListenDataTable;
74
75 // 현재 입력된 데이터
76 UPROPERTY(ReplicatedUsing = OnRep_CurrentFoodData)
77 FFoodCapsuleData CurrentFoodData;
78
79 UFUNCTION()
80 void OnRep_CurrentFoodData();
81
82 UFUNCTION()
83 void OnOutlineStateChanged(bool bShouldShowOutline);
84
85public:
89 void UpdateFoodWidget();
90
94 void UpdateMesh();
95
96public:
97 void SetFoodMesh(FWordInfo InWord, UStaticMesh* InMesh);
98 void SetCityName(FWordInfo InWord);
99};
네트워크 요청과 응답에 사용되는 구조체 및 설정을 정의합니다.
Definition Food.h:37
FFoodCapsuleData(const FWordInfo &InWord1, const FWordInfo &InWord2)
Definition Food.h:29
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