KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UHitStopSystem.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
7#pragma once
8
9#include "CoreMinimal.h"
10#include "Components/ActorComponent.h"
11#include "FHitStopData.h"
12#include "UHitStopSystem.generated.h"
13
20UCLASS(Blueprintable, BlueprintType, ClassGroup=(Dopple), meta=(BlueprintSpawnableComponent) )
21class ONEPIECE_API UHitStopSystem : public UActorComponent
22{
23 GENERATED_BODY()
24
25public:
27 UHitStopSystem();
28
29public:
31 virtual void BeginPlay() override;
38 virtual void TickComponent(float DeltaTime, ELevelTick TickType,
39 FActorComponentTickFunction* ThisTickFunction) override;
40
45 UFUNCTION(BlueprintCallable, Category="HitStop")
46 void InitSystem(ACharacter* InOwner);
47
53 UFUNCTION(BlueprintCallable, Category="HitStop")
54 void OnHitStop(AActor* Target, const EDamageType Type);
55
60 UFUNCTION(BlueprintCallable, Category="HitStop")
61 void ApplyHitStop(const EDamageType Type);
62
63private:
68 void BeginFreeze(const FHitStopData& Params);
70 void EndFreeze();
71
72private:
74 UPROPERTY()
75 TObjectPtr<class ACharacter> Owner;
77 UPROPERTY()
78 TObjectPtr<class USkeletalMeshComponent> MeshComp;
80 UPROPERTY()
81 TObjectPtr<class UCharacterMovementComponent> MoveComp;
82
84 FHitStopData LastParams;
85
87 bool bActive = false;
89 double EndRealTimeSeconds = 0.0;
90
92 float SavedCustomTimeDilation = 1.0f;
93};
EDamageType
Definition EDamageType.h:9
FHitStopData 구조체를 선언합니다.