KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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NPCExaminer.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 "ANPCBase.h"
7#include "NPCExaminer.generated.h"
8
9UCLASS()
10class ONEPIECE_API ANPCExaminer : public ANPCBase
11{
12 GENERATED_BODY()
13
14public:
15 // Sets default values for this character's properties
17
18protected:
19 // Called when the game starts or when spawned
20 virtual void BeginPlay() override;
21
22public:
23 // Called every frame
24 virtual void Tick(float DeltaTime) override;
25
26 // Called to bind functionality to input
27 virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
28
29protected:
30 // Material Instance
31 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
32 TObjectPtr<class UMaterialInterface> Material2;
33 // Dynamic Material Instance
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
35 TObjectPtr<class UMaterialInstanceDynamic> DynamicMaterial2;
36
37 // Eye Color Name
38 FName EyeColorName = FName("EmissiveColor2");
39 FLinearColor EyeColor = FLinearColor::Red;
40
41 // Change Eye Color Red
42 UFUNCTION(BlueprintCallable)
43 void ChangeEyeColor();
44
45 // Near Player Values
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
47 TObjectPtr<class AOwlPlayer> DetectedPlayer;
48
49 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
50 bool bIsPlayerNear;
51
52 // Collision
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
54 TObjectPtr<class USphereComponent> PlayerDetectSphereComp;
55
56 // Overlap Player
57 UFUNCTION()
58 void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
59
60 UFUNCTION()
61 void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
62
63 //----------------------------------------------------------//
64 // Speak Stage System
65 //----------------------------------------------------------//
66
67protected:
69 UPROPERTY()
70 TObjectPtr<class ASpeakStageActor> SpeakStage;
71
72public:
75 UFUNCTION(BlueprintCallable, Category = "SpeakStage")
76 void SetSpeakStage(class ASpeakStageActor* InSpeakStage);
77
80 UFUNCTION(BlueprintCallable, Category = "SpeakStage")
81 FString GetCurrentQuestion() const;
82};
Speak Stage 시스템