Start creating custom state machine asset type

This commit is contained in:
Kevin Poretti 2022-03-30 21:49:09 -04:00
parent ec0735ceca
commit 1501e35ad7
81 changed files with 498 additions and 493 deletions

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@ -6,6 +6,7 @@
#include "DrawDebugHelpers.h" #include "DrawDebugHelpers.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "Components/SNGCharacterMovementComponent.h" #include "Components/SNGCharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h" #include "GameFramework/SpringArmComponent.h"
#include "Kismet/KismetMathLibrary.h" #include "Kismet/KismetMathLibrary.h"

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@ -4,6 +4,7 @@
#include "Characters/SNGProtagonist.h" #include "Characters/SNGProtagonist.h"
#include "DrawDebugHelpers.h" #include "DrawDebugHelpers.h"
#include "Animation/AnimInstance.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/KismetMathLibrary.h" #include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetSystemLibrary.h" #include "Kismet/KismetSystemLibrary.h"

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@ -1,7 +1,7 @@
// Project Sword & Gun Copyright © 2021 Kevin Poretti // Project Sword & Gun Copyright © 2021 Kevin Poretti
#include "States/SNGEnemyBaseState.h" #include "States/OLD/SNGEnemyBaseState.h"
void USNGEnemyBaseState::SetOwner(AActor* StateOwner) void USNGEnemyBaseState::SetOwner(AActor* StateOwner)
{ {

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@ -1,7 +1,7 @@
// Project Sword & Gun Copyright © 2021 Kevin Poretti // Project Sword & Gun Copyright © 2021 Kevin Poretti
#include "States/SNGProtagonistState.h" #include "States/OLD/SNGProtagonistState.h"
void USNGProtagonistState::SetOwner(AActor* StateOwner) void USNGProtagonistState::SetOwner(AActor* StateOwner)
{ {

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@ -1,7 +1,7 @@
// Project Sword & Gun Copyright © 2021 Kevin Poretti // Project Sword & Gun Copyright © 2021 Kevin Poretti
#include "States/SNGState.h" #include "States/OLD/SNGState.h"
USNGState::USNGState() USNGState::USNGState()
{ {

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@ -5,6 +5,7 @@
#include "DrawDebugHelpers.h" #include "DrawDebugHelpers.h"
#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "Characters/SNGCharacterBase_DEPRECATED.h"
#include "GameFramework/DamageType.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Particles/ParticleSystemComponent.h" #include "Particles/ParticleSystemComponent.h"
#include "PhysicalMaterials/PhysicalMaterial.h" #include "PhysicalMaterials/PhysicalMaterial.h"

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@ -5,6 +5,7 @@
#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "Characters/SNGCharacterBase_DEPRECATED.h"
#include "GameFramework/DamageType.h"
#include "Kismet/KismetSystemLibrary.h" #include "Kismet/KismetSystemLibrary.h"
#include "SwordNGun/SwordNGun.h" #include "SwordNGun/SwordNGun.h"

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@ -3,7 +3,7 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "States/SNGState.h" #include "States/OLD/SNGState.h"
#include "Components/ActorComponent.h" #include "Components/ActorComponent.h"
#include "Interfaces/SNGEventProcessorInterface.h" #include "Interfaces/SNGEventProcessorInterface.h"

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@ -5,7 +5,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Characters/SNGEnemyBase.h" #include "Characters/SNGEnemyBase.h"
#include "States/SNGState.h" #include "States/OLD/SNGState.h"
#include "SNGEnemyBaseState.generated.h" #include "SNGEnemyBaseState.generated.h"
/** /**

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@ -5,7 +5,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Characters/SNGProtagonist.h" #include "Characters/SNGProtagonist.h"
#include "States/SNGState.h" #include "States/OLD/SNGState.h"
#include "SNGProtagonistState.generated.h" #include "SNGProtagonistState.generated.h"
/** /**

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@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools" });
PrivateDependencyModuleNames.AddRange(new string[] { }); PrivateDependencyModuleNames.AddRange(new string[] { });

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@ -10,7 +10,8 @@
"LoadingPhase": "Default", "LoadingPhase": "Default",
"AdditionalDependencies": [ "AdditionalDependencies": [
"Engine", "Engine",
"CoreUObject" "CoreUObject",
"UnrealEd"
] ]
} }
], ],