KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UCountDown.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 "Blueprint/UserWidget.h"
7#include "UCountDown.generated.h"
8
13
25UCLASS()
26class ONEPIECE_API UCountDown : public UUserWidget
27{
28 GENERATED_BODY()
29
30public:
35 UFUNCTION(BlueprintCallable, Category = "CountDown")
36 void StartCountDown(int32 InStartValue);
37
41 UPROPERTY(BlueprintAssignable, Category = "CountDown")
42 FOnCountDownFinished OnCountDownFinished;
43
44protected:
45 virtual void NativeDestruct() override;
46
47private:
51 void UpdateCountDown();
52
56 void DisplayCurrentNumber();
57
58protected:
59 // ===================================================================
60 // UI Widgets (BindWidget)
61 // ===================================================================
62
64 UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
65 TObjectPtr<class UBorder> Border_CountDown;
66
68 UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
69 TObjectPtr<class UTextBlock> Txt_CountDown;
70
71 // ===================================================================
72 // Animations (블루프린트에서 설정)
73 // ===================================================================
74
76 UPROPERTY(BlueprintReadWrite, Transient, meta = (BindWidgetAnimOptional))
77 TObjectPtr<class UWidgetAnimation> Anim_CountDown;
78
79private:
80 // ===================================================================
81 // Member Variables
82 // ===================================================================
83
85 int32 CountDownValue = 0;
86
88 FTimerHandle CountDownTimerHandle;
89};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCountDownFinished)
카운트다운 종료 시 호출되는 Delegate
카운트다운 위젯
Definition UCountDown.h:27