KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ListenAnswer.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 "ListenAnswer.generated.h"
9
10UENUM(BlueprintType)
11enum class EAnswerType : uint8
12{
13 None = 0,
14 Food = 1,
15 City = 2
16};
17
18USTRUCT(BlueprintType)
20{
21 GENERATED_BODY()
25 UPROPERTY(EditAnywhere, BlueprintReadWrite)
26 FWordInfo word1;
27
29
30 FListenAnswerData(EAnswerType& InAnswerType, const FWordInfo& InWord1)
31 : AnswerType(InAnswerType), word1(InWord1){}
32};
33
34UCLASS()
35class ONEPIECE_API AListenAnswer : public AActor
36{
37 GENERATED_BODY()
38
39public:
40 // Sets default values for this actor's properties
42
43protected:
44 // Called when the game starts or when spawned
45 virtual void BeginPlay() override;
46 virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
47
48public:
49 // Called every frame
50 virtual void Tick(float DeltaTime) override;
51
52public:
53 // Components
54 UPROPERTY(EditAnywhere, BlueprintReadWrite)
55 class UStaticMeshComponent* Mesh;
56
57 UPROPERTY(EditAnywhere, BlueprintReadWrite)
58 class UWidgetComponent* NameWidgetComp;
59
60 UPROPERTY(VisibleAnywhere)
61 TObjectPtr<class UInteractableComponent> InteractableComp;
62
63 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
64 TObjectPtr<class UHookComponent> HookComp;
65
66public:
67 //---------------------------------------------------
68 // Data
69 //---------------------------------------------------
70 // 데이터 테이블
71 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Data")
72 class UDataTable* ListenDataTable;
73 // 현재 입력된 데이터
74 UPROPERTY(ReplicatedUsing = OnRep_AnswerData)
76
77 UFUNCTION()
78 void OnRep_AnswerData();
79
80 void SetSpawnData(const FListenAnswerData& InData) { AnswerData = InData; }
81
82 UFUNCTION()
83 void OnOutlineStateChanged(bool bShouldShowOutline);
84
85 void UpdateMesh();
86 void UpdateNameWidget();
87
88};
EAnswerType
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FListenAnswerData(EAnswerType &InAnswerType, const FWordInfo &InWord1)
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