KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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MiniOwlBot.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/Pawn.h"
7#include "MiniOwlBot.generated.h"
8
9UCLASS()
10class ONEPIECE_API AMiniOwlBot : public APawn
11{
12 GENERATED_BODY()
13
14public:
16
17protected:
18 virtual void BeginPlay() override;
19
20public:
21 virtual void Tick(float DeltaSeconds) override;
22
23protected:
24 UPROPERTY()
25 TObjectPtr<class USceneComponent> rootSceneComp;
26
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components|Widget")
28 TObjectPtr<class UWidgetComponent> speechWidget;
29
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components|Mesh")
31 TObjectPtr<class UStaticMeshComponent> meshComp;
32
33public:
34 void UpdateLocation(float DeltaTime);
35 void UpdateText(const FString& text);
36
37private:
38 UFUNCTION(Server, Reliable)
39 void ServerRPC_UpdateText(const FString& text);
40 UFUNCTION(NetMulticast, Reliable)
41 void MulticastRPC_UpdateText(const FString& text);
42
43private:
44 // owlbot position values
45 float radius = 280.f;
46 float angle = 28.f;
47 float amplitude = 10.f;
48 float frequency = 0.4f;
49 float speed = 20.f;
50 float time = 0.f;
51
52 // parent
53 UPROPERTY()
54 TObjectPtr<class APlayerActor> parentObj;
55};
Main character driven directly by the player.