KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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QuestOrderWidget.cpp
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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
4#include "QuestOrderWidget.h"
5
6#include "GameLogging.h"
8#include "Components/ProgressBar.h"
9
11{
12 Super::NativeOnInitialized();
13
14 ProgressBar_Quest->SetPercent(1.f/4);
15 Slot_R->PlayQuestSlot();
16 Slot_R->SetQuestType('R');
17 Slot_L->SetQuestType('L');
18 Slot_S->SetQuestType('S');
19 Slot_W->SetQuestType('W');
20}
21
22void UQuestOrderWidget::UpdateQuestOrder(const FString& inQuestOrder)
23{
24 // 현재 상황
25 PRINTLOG(TEXT("%s"), *inQuestOrder);
26
27 TArray<FString> orders;
28 inQuestOrder.ParseIntoArray(orders, TEXT(" "));
29
30 // Slot 갱신
31 if (orders[CurrentSlotIndex] == "V")
32 {
33 switch(CurrentSlotIndex)
34 {
35 case 0:
36 Slot_R->FinishQuestSlot();
37 Slot_L->PlayQuestSlot();
38 break;
39 case 1:
40 Slot_L->FinishQuestSlot();
41 Slot_S->PlayQuestSlot();
42 break;
43 case 2:
44 Slot_S->FinishQuestSlot();
45 Slot_W->PlayQuestSlot();
46 break;
47 case 3:
48 Slot_W->FinishQuestSlot();
49 break;
50 default:
51 break;
52 }
53
55 ProgressBar_Quest->SetPercent((float)(CurrentSlotIndex + 1) / orders.Num());
56 }
57}
YiSan 전반에서 사용하는 공용 인터페이스를 선언합니다.
#define PRINTLOG(fmt,...)
Definition GameLogging.h:30
TObjectPtr< class UQuestOrderSlotWidget > Slot_W
TObjectPtr< class UProgressBar > ProgressBar_Quest
void UpdateQuestOrder(const FString &inQuestOrder)
virtual void NativeOnInitialized() override
TObjectPtr< class UQuestOrderSlotWidget > Slot_R
TObjectPtr< class UQuestOrderSlotWidget > Slot_L
TObjectPtr< class UQuestOrderSlotWidget > Slot_S