KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UPlayerAnimInstance.cpp
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3
5
6#include "AOwlPlayer.h"
7#include "APlayerActor.h"
9#include "GameFramework/PawnMovementComponent.h"
10
12{
13 Super::NativeBeginPlay();
14
15}
16
18{
19 Super::NativeUpdateAnimation(DeltaSeconds);
20
21 OwningRobot = Cast<APlayerActor>(TryGetPawnOwner());
22 if (OwningRobot)
23 {
24 bIsRunning = OwningRobot->GetIsRunning();
25 bIsJumpStart = OwningRobot->GetIsJumpStart();
26 velocity = OwningRobot->GetVelocity();
27 horizontal = FVector::DotProduct(velocity, OwningRobot->GetActorRightVector());
28 vertical = FVector::DotProduct(velocity, OwningRobot->GetActorForwardVector());
29 bIsAir = OwningRobot->GetMovementComponent()->IsFalling();
30 bIsPickUp = OwningRobot->InteractionSystem->HoldingInteractable ? true : false;
31 }
32}
33
35{
36 OwningRobot->ServerRPC_DoJump();
37}
Declares the player-controlled character actor.
플레이어의 상호작용 감지 및 처리 시스템
TObjectPtr< class APlayerActor > OwningRobot
virtual void NativeUpdateAnimation(float DeltaSeconds) override
virtual void NativeBeginPlay() override