KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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RespawnTrigger.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 "ALingoGameState.h"
7#include "GameFramework/Actor.h"
8#include "RespawnTrigger.generated.h"
9
10/*
11 * 닿으면 플레이어를 특정 위치로 옮겨주는 트리거박스
12 */
13UCLASS()
14class ONEPIECE_API ARespawnTrigger : public AActor
15{
16 GENERATED_BODY()
17
18public:
19 // Sets default values for this actor's properties
21
22protected:
23 // Called when the game starts or when spawned
24 virtual void BeginPlay() override;
25
26public:
27 // Called every frame
28 virtual void Tick(float DeltaTime) override;
29
30public:
31 // Components
32 UPROPERTY(VisibleAnywhere)
33 class UBoxComponent* Collision;
34
35 UFUNCTION()
36 void BeginOverlap(UPrimitiveComponent* OverlappedComponent,
37 AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
38
39protected:
40 // 되돌아갈 리스폰 지점
41 UPROPERTY(EditAnywhere, Category = "Respawn")
42 EQuestType RespawnQuest = EQuestType::None;
43
44 UFUNCTION(Server, Reliable)
45 void Server_RepawnPlayer(ACharacter* Player);
46};
EQuestType