Fountain.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "EngineMinimal.h"
#include "GameFramework/Actor.h"
#include "Fountain.generated.h"
UCLASS()
class ARENABATTLE_API AFountain : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFountain();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(VisibleAnywhere)//객체관리 매크로
UStaticMeshComponent* Body; // 분수의 몸체 선언
UPROPERTY(VisibleAnywhere) //VisibleAnywhere 언리얼엔진 디테일윈도우에서 편집할 수 있게 설정
UStaticMeshComponent* Water; // 분수 물 선언
UPROPERTY(VisibleAnywhere)
UPointLightComponent* Light;
UPROPERTY(VisibleAnywhere)
UParticleSystemComponent* Splash;
};
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cs |
Fountain.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | // Fill out your copyright notice in the Description page of Project Settings. #include "Fountain.h" // Sets default values AFountain::AFountain() //생성자 { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; Body = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BODY")); // h 파일에서 선언한 Body를 Fountain.cpp 생성자에서 생성 Water = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("WATER")); Light = CreateDefaultSubobject<UPointLightComponent>(TEXT("Light")); Splash = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("SPLASH")); RootComponent = Body; //몸체는 Body Water->SetupAttachment(Body); // Water 는 Body에 상속시킨다 Light->SetupAttachment(Body); Splash->SetupAttachment(Body); Water->SetRelativeLocation(FVector(0.0f, 0.0f, 135.0f)); //Fountain 엑터 안에서 Water의 위치 설정 Light->SetRelativeLocation(FVector(0.0f, 0.0f, 195.0f)); Splash->SetRelativeLocation(FVector(0.0f, 0.0f, 195.0f)); static ConstructorHelpers::FObjectFinder<UStaticMesh> //스태틱매시의 위치를 불러옴 SM_BODY(TEXT("/Game/InfinityBladeGrassLands/Environments/Plains/Env_Plains_Ruins/StaticMesh/SM_Plains_Castle_Fountain_01.SM_Plains_Castle_Fountain_01")); if (SM_BODY.Succeeded())//스태틱매시를 위 경로에서 불러오는데 성공했다면 { Body->SetStaticMesh(SM_BODY.Object); //Body에는 SM_BODY 대입 후 고정 } static ConstructorHelpers::FObjectFinder<UStaticMesh> //Water 불러오기 SM_WATER(TEXT("/Game/InfinityBladeGrassLands/Effects/FX_Meshes/Env/SM_Plains_Fountain_02.SM_Plains_Fountain_02")); if (SM_WATER.Succeeded()) { Water->SetStaticMesh(SM_WATER.Object); } static ConstructorHelpers::FObjectFinder<UParticleSystem> //파티클 불러옴 PS_SPLASH(TEXT("/Game/InfinityBladeGrassLands/Effects/FX_Ambient/Water/P_Water_Fountain_Splash_Base_01.P_Water_Fountain_Splash_Base_01")); if (PS_SPLASH.Succeeded())//스태틱매시를 위 경로에서 불러오는데 성공했다면 { Splash->SetTemplate(PS_SPLASH.Object); } } // Called when the game starts or when spawned void AFountain::BeginPlay() { Super::BeginPlay(); } // Called every frame void AFountain::Tick(float DeltaTime) { Super::Tick(DeltaTime); } | cs |
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