KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UBroadcastManager.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
8#include "UBroadcastManager.h"
9#include "GameLogging.h"
10
11void UBroadcastManager::SendMessage(const FString& InMsg)
12{
13 OnMessage.Broadcast(InMsg);
14}
15
17{
18 OnNetworkWaitCount.Broadcast(RequestCount);
19}
20
21void UBroadcastManager::SendHitStop(AActor* Target, const EDamageType Type)
22{
23 OnHitStop.Broadcast(Target, Type);
24}
25
27 AActor* Attacker, const EDamageType AttackerType,
28 AActor* Target, const EDamageType TargetType)
29{
30 OnHitStop.Broadcast(Attacker, AttackerType);
31 OnHitStop.Broadcast(Target, TargetType);
32}
33
34void UBroadcastManager::SendKnockback(AActor* Target, AActor* Instigator, EDamageType Type, float Resistance)
35{
36 OnKnockback.Broadcast(Target, Instigator, Type, Resistance);
37}
38
40{
41 OnAudioSpectrum.Broadcast(Spectrum);
42}
43
45{
46 OnAudioCapture.Broadcast(bRecording);
47}
48
49void UBroadcastManager::SendDoorMessage(int InDoorIndex, bool InOpen, AActor* EventInstigator)
50{
51 OnDoorMessage.Broadcast(InDoorIndex, InOpen, EventInstigator);
52}
53
54void UBroadcastManager::SendWeightSwitch(int InButtonIndex, bool InActive)
55{
56 OnWeightSwitch.Broadcast(InButtonIndex, InActive);
57}
58
59void UBroadcastManager::SendUpdateMissionTimerState(bool bIsActive, float TimeLimit)
60{
61 OnUpdateMissionTimerState.Broadcast(bIsActive, TimeLimit);
62}
63
65{
66 OnUpdateQuestRole.Broadcast(QuestRole);
67}
68
69void UBroadcastManager::SendMovie(const int& InGroup, bool InState)
70{
71 OnMovie.Broadcast(InGroup, InState);
72}
73
74void UBroadcastManager::SendTutorMessage(const FText& Message)
75{
76 OnTutorMessage.Broadcast(Message);
77}
78
79void UBroadcastManager::SendAddItemToBoxList(const TArray<FResultStatData>& ItemDataList)
80{
81 OnAddItemToBoxList.Broadcast(ItemDataList);
82}
83
84void UBroadcastManager::SendTeleport(const FTransform& TargetTransform)
85{
86 OnTeleport.Broadcast(TargetTransform);
87}
88
89void UBroadcastManager::SendTutorialStepChanged(APlayerController* Player, ETutorialStep NewStep)
90{
91 OnTutorialStepChanged.Broadcast(Player, NewStep);
92}
93
95{
96 OnShowTutorialMessage.Broadcast(Message);
97}
98
EDamageType
Definition EDamageType.h:9
EQuestRole
Read 퀘스트에서 플레이어의 역할을 정의합니다.
Definition EQuestRole.h:6
ETutorialStep
튜토리얼 진행 단계
YiSan 전반에서 사용하는 공용 인터페이스를 선언합니다.
void SendHitStopPair(AActor *Attacker, const EDamageType AttackerType, AActor *Target, const EDamageType TargetType)
void SendUpdateMissionTimerState(bool bIsActive, float TimeLimit)
FOnAudioCapture OnAudioCapture
FOnDoorMessage OnDoorMessage
FOnNetworkWaitCount OnNetworkWaitCount
FOnTutorMessage OnTutorMessage
void SendMovie(const int &InGroup, bool InState)
void SendShowTutorialMessage(const FText &Message)
void SendTeleport(const FTransform &TargetTransform)
void SendUpdateQuestRole(EQuestRole QuestRole)
FOnAddItemToBoxList OnAddItemToBoxList
void SendKnockback(AActor *Target, AActor *Instigator, EDamageType Type, float Resistance)
void SendAudioSpectrum(float Spectrum)
FOnTutorialStepChanged OnTutorialStepChanged
FWeightSwitch OnWeightSwitch
void SendDoorMessage(int InDoorIndex, bool InOpen, AActor *EventInstigator)
void SendWeightSwitch(int InButtonIndex, bool InActive)
FOnKnockback OnKnockback
void SendMessage(const FString &InMsg)
void SendAudioCapture(bool bRecording)
void SendNetworkWaitCount(int RequestCount)
FOnAudioSpectrum OnAudioSpectrum
void SendTutorialStepChanged(APlayerController *Player, ETutorialStep NewStep)
FOnUpdateQuestRole OnUpdateQuestRole
FOnShowTutorialMessage OnShowTutorialMessage
FOnHideTutorialMessage OnHideTutorialMessage
FOnTeleportAllPlayers OnTeleport
void SendTutorMessage(const FText &Message)
void SendAddItemToBoxList(const TArray< FResultStatData > &ItemDataList)
void SendHitStop(AActor *Target, const EDamageType Type)
FOnUpdateMissionTimerState OnUpdateMissionTimerState