KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
로딩중...
검색중...
일치하는것 없음
UDialogWidget.h
이 파일의 문서화 페이지로 가기
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 "FEaseHelper.h"
8#include "UDialogWidget.generated.h"
9
12
16UCLASS()
17class ONEPIECE_API UDialogWidget : public UUserWidget
18{
19 GENERATED_BODY()
20
21public:
23 virtual void NativeConstruct() override;
24 virtual void NativeDestruct() override;
25 virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
26
29 UFUNCTION(BlueprintCallable, Category ="Chat")
30 void ShowDialog(FString InString);
31
32 void HideDialogImmediately();
33
37 UFUNCTION(BlueprintCallable, Category = "Dialog|Animation")
38 void OpenAnimation();
39
40private:
41 void HandleHideTimerExpired();
42
46 void UpdateAnimation(float InDeltaTime);
47
48public:
49 UPROPERTY(meta = (BindWidget))
50 TObjectPtr<class UBorder> DialogBorder;
51
52 UPROPERTY(meta = (BindWidget))
53 TObjectPtr<class UTextBlock> DialogText;
54
55protected:
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category ="Chat")
57 FLinearColor ActivateColor;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category ="Chat")
60 FLinearColor DeactivateColor;
61
62 // ========================================
63 // Blueprint Open Animation
64 // ========================================
65
70 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation", meta = (BindWidgetOptional))
71 UWidgetAnimation* BlueprintOpenAnimation;
72
73 // ========================================
74 // Script Open Animation
75 // ========================================
76
78 bool bIsOpenAnim = false;
79
81 float OpenElapsedTime = 0.0f;
82
84 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation")
85 float OpenDuration = 0.2f;
86
88 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation")
89 float OpenStartScale = 0.8f;
90
92 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation")
93 float OpenTargetScale = 1.0f;
94
96 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation")
97 FVector2D OpenPivot = FVector2D(0.5f, 0.5f);
98
103 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialog|Animation")
104 EEaseType OpenEaseType = EEaseType::EaseOutBack;
105
106private:
108 FTimerHandle HideTimerHandle;
109};
EEaseType 클래스를 선언합니다.
EEaseType
Definition FEaseHelper.h:9
텍스트 출력하는 다이얼로그 위젯입니다.