From 1501e35ad798bc8e2568ee07805994ec90703cd4 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Wed, 30 Mar 2022 21:49:09 -0400 Subject: [PATCH 1/7] Start creating custom state machine asset type --- .../States/BP_EnemyAirborneState.uasset | 4 +- .../Protagonist/BP_Protagonist.uasset | 4 +- .../States/BP_ProtagAirAttack1.uasset | 3 - .../States/BP_ProtagAirAttack2.uasset | 3 - .../States/BP_ProtagAirAttack3.uasset | 3 - .../States/BP_ProtagAirAttack4.uasset | 3 - .../States/BP_ProtagAirAttacking.uasset | 3 - .../States/BP_ProtagAirDashState.uasset | 3 - .../BP_ProtagAirFiringWeaponState.uasset | 3 - .../States/BP_ProtagAirJump.uasset | 3 - .../States/BP_ProtagAirborneState.uasset | 3 - .../States/BP_ProtagAttacking.uasset | 4 +- .../States/BP_ProtagDashStab.uasset | 3 - .../States/BP_ProtagDashStabEnd.uasset | 3 - .../States/BP_ProtagDashStabStart.uasset | 3 - .../States/BP_ProtagDashState.uasset | 3 - .../Protagonist/States/BP_ProtagDead.uasset | 3 - .../States/BP_ProtagFiringWeaponState.uasset | 3 - .../States/BP_ProtagGroundAttack1.uasset | 3 - .../States/BP_ProtagGroundAttack2.uasset | 3 - .../States/BP_ProtagGroundAttack3.uasset | 3 - .../States/BP_ProtagGroundAttack3_New.uasset | 4 +- .../States/BP_ProtagGroundAttack4.uasset | 4 +- .../States/BP_ProtagGroundAttacking.uasset | 3 - .../States/BP_ProtagGroundLauncher.uasset | 3 - .../States/BP_ProtagGroundedState.uasset | 3 - .../Protagonist/States/BP_ProtagHit.uasset | 3 - .../States/BP_ProtagHitStun.uasset | 3 - .../States/BP_ProtagIdleState.uasset | 3 - .../Protagonist/States/BP_ProtagJump.uasset | 3 - .../States/BP_ProtagReloadState.uasset | 3 - .../States/BP_ProtagRootState.uasset | 3 - .../States/BP_ProtagWalkJogState.uasset | 4 +- .../States/BP_ProtagWalkState.uasset | 3 - .../States/OLD/BP_ProtagAirAttack1.uasset | 3 + .../States/OLD/BP_ProtagAirAttack2.uasset | 3 + .../States/OLD/BP_ProtagAirAttack3.uasset | 3 + .../States/OLD/BP_ProtagAirAttack4.uasset | 3 + .../States/OLD/BP_ProtagAirAttacking.uasset | 3 + .../States/OLD/BP_ProtagAirDashState.uasset | 3 + .../OLD/BP_ProtagAirFiringWeaponState.uasset | 3 + .../States/OLD/BP_ProtagAirJump.uasset | 3 + .../States/OLD/BP_ProtagAirborneState.uasset | 3 + .../States/OLD/BP_ProtagDashStab.uasset | 3 + .../States/OLD/BP_ProtagDashStabEnd.uasset | 3 + .../States/OLD/BP_ProtagDashStabStart.uasset | 3 + .../States/OLD/BP_ProtagDashState.uasset | 3 + .../States/OLD/BP_ProtagDead.uasset | 3 + .../OLD/BP_ProtagFiringWeaponState.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack1.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack2.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack3.uasset | 3 + .../OLD/BP_ProtagGroundAttacking.uasset | 3 + .../States/OLD/BP_ProtagGroundLauncher.uasset | 3 + .../States/OLD/BP_ProtagGroundedState.uasset | 3 + .../States/OLD/BP_ProtagHit.uasset | 3 + .../States/OLD/BP_ProtagHitStun.uasset | 3 + .../States/OLD/BP_ProtagIdleState.uasset | 3 + .../States/OLD/BP_ProtagJump.uasset | 3 + .../States/OLD/BP_ProtagReloadState.uasset | 3 + .../States/OLD/BP_ProtagRootState.uasset | 3 + .../States/OLD/BP_ProtagWalkState.uasset | 3 + .../Private/Characters/SNGCharacterBase.cpp | 1 + .../Private/Characters/SNGProtagonist.cpp | 1 + .../States/{ => OLD}/SNGEnemyBaseState.cpp | 30 +- .../States/{ => OLD}/SNGProtagonistState.cpp | 30 +- .../Private/States/{ => OLD}/SNGState.cpp | 408 +++++++++--------- .../Private/States/SNGStateMachine.cpp | Bin 0 -> 700 bytes .../Private/States/SNGStateMachineFactory.cpp | Bin 0 -> 1782 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 0 -> 1342 bytes .../Weapons/SNGInstantRangedWeapon.cpp | 1 + .../Private/Weapons/SNGMeleeWeaponBase.cpp | 1 + .../Components/SNGStateMachineComponent.h | 2 +- .../States/{ => OLD}/SNGEnemyBaseState.h | 50 +-- .../States/{ => OLD}/SNGProtagonistState.h | 50 +-- .../Public/States/{ => OLD}/SNGState.h | 220 +++++----- .../SwordNGun/Public/States/SNGStateMachine.h | Bin 0 -> 1082 bytes .../Public/States/SNGStateMachineFactory.h | Bin 0 -> 1358 bytes .../States/SNGStateMachineTypeActions.h | Bin 0 -> 1306 bytes SwordNGun/Source/SwordNGun/SwordNGun.Build.cs | 2 +- SwordNGun/SwordNGun.uproject | 3 +- 81 files changed, 498 insertions(+), 493 deletions(-) delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack1.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack2.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack3.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttacking.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundLauncher.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundedState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHit.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagHitStun.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagIdleState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagJump.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagReloadState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagRootState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack1.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack2.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack3.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttack4.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirAttacking.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirDashState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirFiringWeaponState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirJump.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagAirborneState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStab.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabEnd.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashStabStart.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDashState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagDead.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagFiringWeaponState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack1.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack2.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttack3.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundAttacking.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundLauncher.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHit.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHitStun.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagIdleState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagJump.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset rename SwordNGun/Source/SwordNGun/Private/States/{ => OLD}/SNGEnemyBaseState.cpp (84%) rename SwordNGun/Source/SwordNGun/Private/States/{ => OLD}/SNGProtagonistState.cpp (84%) rename SwordNGun/Source/SwordNGun/Private/States/{ => OLD}/SNGState.cpp (94%) create mode 100644 SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp create mode 100644 SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp create mode 100644 SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineTypeActions.cpp rename SwordNGun/Source/SwordNGun/Public/States/{ => OLD}/SNGEnemyBaseState.h (87%) rename SwordNGun/Source/SwordNGun/Public/States/{ => OLD}/SNGProtagonistState.h (87%) rename SwordNGun/Source/SwordNGun/Public/States/{ => OLD}/SNGState.h (95%) create mode 100644 SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h create mode 100644 SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineFactory.h create mode 100644 SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h diff --git a/SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset b/SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset index aee1310..55cd338 100644 --- a/SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset +++ b/SwordNGun/Content/Characters/Enemies/TestEnemy/States/BP_EnemyAirborneState.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:cfea28a466f32e5675305cf4e53d71e4ca6f1207bac7ac2acae816a9a7fe4886 -size 32545 +oid sha256:69319efcbd60c54eb8bd7038fcb7cab2c9f035b2d819289ef87fc9fd321c3178 +size 32550 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset index 1fc2fc3..071b282 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4036da7e79b7b135a3dca6438498520c03f9d7c8019420931f287867cab4acbe -size 203309 +oid sha256:70a8c618354ff48e7b394e84b0979e44ea8675c4249f44a8499922c16911ed5f +size 199280 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset deleted file mode 100644 index a9f0bcc..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:49081688cfa71ee1c375bff117bcd5a7ba91a3794bc8ca17a4723d7499d7e37a -size 112498 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset deleted file mode 100644 index 3e6214f..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:25953b09b7ca0b852c4a9995acd347c2bcca23e107dc6732cd1e1b397ab31f80 -size 116770 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset deleted file mode 100644 index 2fe1f88..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:fa8b2f3728e9eb8d9c87112377ee2ecd9750c56ec1d7e0e1f4809e0555578d40 -size 116250 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset deleted file mode 100644 index 4c3129e..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:39bdd98a225a03fa6c24c48ed4b7b35a6194d504a7b734f871f8d11f4ebc5d59 -size 112975 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset deleted file mode 100644 index d96383d..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9811d756d08929997b80b4052ba17e81982a95ed62ea66900e373fb278bbaad1 -size 36378 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset deleted file mode 100644 index 01f5f05..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b204c4545ee28b3e859ae14569fbb8a99df18c8b53407d6036141b63c636aa85 -size 278741 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset deleted file mode 100644 index 3f7f784..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4fa4cf5ee4323faeca195f240d21cbcff4e22ac1e9c0210200da5dd57be7c562 -size 170489 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset deleted file mode 100644 index 502f20d..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:2425707101fffd6a7888baa49fd9f1113f0159bd14210918139e28ed149f9cbf -size 59969 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset deleted file mode 100644 index b21a7a0..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:f55ccb0a80f8706a15f531d999d3f141436cf6f6e070d87d0c252f9370432ea6 -size 135428 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset index d7a377e..109fdc0 100644 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset +++ b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAttacking.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:437d631c4cc0cb2d4b0d8439864bd5ab7ab775617f89a14033766229db560922 -size 2501 +oid sha256:9334541443e9cf382ad5b5d0edaaef93b09deaa04e6ad8464bd6284ef943ef9e +size 2517 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset deleted file mode 100644 index ab033ae..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4e5b1a18210f6c27dee6690bb21871298843b90ed125c5817e25e25a346e2138 -size 31654 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset deleted file mode 100644 index 28a8a18..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabEnd.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:8dbd7648858ae8c2499a5645461063c454b240f8e9e898ed97dbe5d0d923832a -size 55278 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset deleted file mode 100644 index 54aa3dc..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStabStart.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9ee5d589a8acf4d44f5f0ff372100a42b88f9b16af081feae8bb2cacf0dd3edb -size 100840 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset deleted file mode 100644 index 49d10f4..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:c19678ac56a2415c81786bb61e1e38382eba6fc8aa833d1a980d233c7492232b -size 202675 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset deleted file mode 100644 index 74db207..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDead.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:cb2feaaa25d4df7bf84e0b1bf3ce70d37fc718b6b9214b0d296aa80f0b948395 -size 5457 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset deleted file mode 100644 index b5de20c..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagFiringWeaponState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:e61ffc4c8113f364b71258d54f7cc83c3cc612045a0b1025c4db25f52f18db5e -size 162416 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagGroundAttack1.uasset 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b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:46e3882844fecb937b4b30b603f4b13cf367be489d1af898c24c54f5233d0670 +size 32959 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset new file mode 100644 index 0000000..8fcb511 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0d9d82698b86d58f6106491a90358ff2c4ca5ba96de5f4a74c1f573baba3f47d +size 29713 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index 224dd45..e525966 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -6,6 +6,7 @@ #include "DrawDebugHelpers.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" #include "Components/SNGCharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Kismet/KismetMathLibrary.h" diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp index adf9e2f..2ad33ff 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp @@ -4,6 +4,7 @@ #include "Characters/SNGProtagonist.h" #include "DrawDebugHelpers.h" +#include "Animation/AnimInstance.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/KismetMathLibrary.h" #include "Kismet/KismetSystemLibrary.h" diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp similarity index 84% rename from SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp index 53cd782..41c1066 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp @@ -1,15 +1,15 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGEnemyBaseState.h" - -void USNGEnemyBaseState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Enemy = Cast(StateOwner); - if(!Enemy) - { - UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); - } -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGEnemyBaseState.h" + +void USNGEnemyBaseState::SetOwner(AActor* StateOwner) +{ + Super::SetOwner(StateOwner); + + Enemy = Cast(StateOwner); + if(!Enemy) + { + UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); + } +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp similarity index 84% rename from SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp index 3906ec5..b3302a6 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp @@ -1,15 +1,15 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGProtagonistState.h" - -void USNGProtagonistState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Protagonist = Cast(StateOwner); - if(!Protagonist) - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); - } -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGProtagonistState.h" + +void USNGProtagonistState::SetOwner(AActor* StateOwner) +{ + Super::SetOwner(StateOwner); + + Protagonist = Cast(StateOwner); + if(!Protagonist) + { + UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); + } +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp similarity index 94% rename from SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp index 8c6c7b6..6b2e4d1 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp @@ -1,204 +1,204 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGState.h" - -USNGState::USNGState() -{ - Name = NAME_None; - TimeInState = 0.0f; - bCanTransitionToItself = false; - DefaultSubStateIndex = 0; -} - -void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) -{ - - FStateTransitionRule StateTransitionRule; - StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); - - if(!Transitions.Contains(DestState)) - { - Transitions.Add(DestState, StateTransitionRule); - } - else - { - UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); - } -} - -void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) -{ - FEventHandlerRule EventHandlerRule; - EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); - - if(Handlers.Contains(EventType)) - { - Handlers[EventType].Add(EventHandlerRule); - } - else - { - Handlers.Add(EventType, TArray()); - Handlers[EventType].Add(EventHandlerRule); - } -} - -FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) -{ - FName DestState = NAME_None; - if(Handlers.Contains(Event.EventType)) - { - for (auto EventHandler : Handlers[Event.EventType]) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!EventHandler.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); - continue; - } - - DestState = EventHandler.Execute(Event); - if(DestState != NAME_None) - { - return DestState; - } - } - } - - if(Parent) - { - return Parent->GetNextStateFromEvent(Event); - } - - return NAME_None; -} - -FName USNGState::GetNextState() -{ - // NOTE(kevin): Does this actually have to be a map? - for(const TPair& pair : Transitions) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!pair.Value.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); - continue; - } - - if(pair.Value.Execute()) - { - return pair.Key; - } - } - - if(Parent) - { - return Parent->GetNextState(); - } - - return NAME_None; -} - -AActor* USNGState::GetOwner() -{ - return Owner; -} - -void USNGState::SetOwner(AActor* StateOwner) -{ - Owner = StateOwner; -} - -USNGState* USNGState::GetParent() -{ - return Parent; -} - -void USNGState::SetParent(USNGState* ParentState) -{ - this->Parent = ParentState; -} - -uint32 USNGState::GetDepth() -{ - return Depth; -} - -void USNGState::CreateState() -{ - // pre-compute the depth/level of this state during creation - // used later for calculating least common ancestor of two states - uint32 CurrDepth = 0; - USNGState* CurrState = this; - while(CurrState->Parent != nullptr) - { - CurrDepth++; - CurrState = CurrState->Parent; - } - Depth = CurrDepth; - - OnCreateState(); -} - -USNGState* USNGState::EnterState(FSNGEvent& Event) -{ - OnEnterState(Event); - TimeInState = 0.0f; - - if(SubStates.Num() > 0 && - (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) - { - return SubStates[DefaultSubStateIndex]->EnterState(Event); - } - return this; -} - -void USNGState::ExitState() -{ - OnExitState(); - - // to do this correctly i think we need to find the shared parent of the current state and the next state - // we only want to exit states until that point - if(Parent) - { - Parent->ExitState(); - } -} - -void USNGState::UpdateState(float DeltaTime) -{ - OnUpdateState(DeltaTime); - TimeInState += DeltaTime; - - if(Parent) - { - Parent->UpdateState(DeltaTime); - } -} - -FName USNGState::GetName() -{ - return Name; -} - -float USNGState::GetTimeInState() -{ - return TimeInState; -} - -bool USNGState::CanTransitionToItself() -{ - return bCanTransitionToItself; -} - -TArray> USNGState::GetSubStateClasses() -{ - return SubStateClasses; -} - -void USNGState::AddSubState(USNGState* SubState) -{ - SubStates.Add(SubState); -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGState.h" + +USNGState::USNGState() +{ + Name = NAME_None; + TimeInState = 0.0f; + bCanTransitionToItself = false; + DefaultSubStateIndex = 0; +} + +void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) +{ + + FStateTransitionRule StateTransitionRule; + StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); + + if(!Transitions.Contains(DestState)) + { + Transitions.Add(DestState, StateTransitionRule); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); + } +} + +void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) +{ + FEventHandlerRule EventHandlerRule; + EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); + + if(Handlers.Contains(EventType)) + { + Handlers[EventType].Add(EventHandlerRule); + } + else + { + Handlers.Add(EventType, TArray()); + Handlers[EventType].Add(EventHandlerRule); + } +} + +FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) +{ + FName DestState = NAME_None; + if(Handlers.Contains(Event.EventType)) + { + for (auto EventHandler : Handlers[Event.EventType]) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!EventHandler.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); + continue; + } + + DestState = EventHandler.Execute(Event); + if(DestState != NAME_None) + { + return DestState; + } + } + } + + if(Parent) + { + return Parent->GetNextStateFromEvent(Event); + } + + return NAME_None; +} + +FName USNGState::GetNextState() +{ + // NOTE(kevin): Does this actually have to be a map? + for(const TPair& pair : Transitions) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!pair.Value.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); + continue; + } + + if(pair.Value.Execute()) + { + return pair.Key; + } + } + + if(Parent) + { + return Parent->GetNextState(); + } + + return NAME_None; +} + +AActor* USNGState::GetOwner() +{ + return Owner; +} + +void USNGState::SetOwner(AActor* StateOwner) +{ + Owner = StateOwner; +} + +USNGState* USNGState::GetParent() +{ + return Parent; +} + +void USNGState::SetParent(USNGState* ParentState) +{ + this->Parent = ParentState; +} + +uint32 USNGState::GetDepth() +{ + return Depth; +} + +void USNGState::CreateState() +{ + // pre-compute the depth/level of this state during creation + // used later for calculating least common ancestor of two states + uint32 CurrDepth = 0; + USNGState* CurrState = this; + while(CurrState->Parent != nullptr) + { + CurrDepth++; + CurrState = CurrState->Parent; + } + Depth = CurrDepth; + + OnCreateState(); +} + +USNGState* USNGState::EnterState(FSNGEvent& Event) +{ + OnEnterState(Event); + TimeInState = 0.0f; + + if(SubStates.Num() > 0 && + (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) + { + return SubStates[DefaultSubStateIndex]->EnterState(Event); + } + return this; +} + +void USNGState::ExitState() +{ + OnExitState(); + + // to do this correctly i think we need to find the shared parent of the current state and the next state + // we only want to exit states until that point + if(Parent) + { + Parent->ExitState(); + } +} + +void USNGState::UpdateState(float DeltaTime) +{ + OnUpdateState(DeltaTime); + TimeInState += DeltaTime; + + if(Parent) + { + Parent->UpdateState(DeltaTime); + } +} + +FName USNGState::GetName() +{ + return Name; +} + +float USNGState::GetTimeInState() +{ + return TimeInState; +} + +bool USNGState::CanTransitionToItself() +{ + return bCanTransitionToItself; +} + +TArray> USNGState::GetSubStateClasses() +{ + return SubStateClasses; +} + +void USNGState::AddSubState(USNGState* SubState) +{ + SubStates.Add(SubState); +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp new file mode 100644 index 0000000000000000000000000000000000000000..de6e54405837e8745c041bab85ce495154a0c4d5 GIT binary patch literal 700 zcmb7>(MrQW5Jm561^*#bko3i>k5z;sw1{YnwI9%?Ax5N?O;V}i2l^SWYWFDpjJAe4-a}rv>pLXQ)a`{+Cprwc#dLrU&c&pnj@j&I!>q z7;A2Q_t-E}x=Jeh+N;ljbtHNMcfmxYHaknrIH?LaO?1oFUG0XugpD3K)e%vgLF3Lv V|K3~nt%madu^Qo66aTE?#y1HDcUS-b literal 0 HcmV?d00001 diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp new file mode 100644 index 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"Particles/ParticleSystemComponent.h" #include "PhysicalMaterials/PhysicalMaterial.h" diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 6a91ca6..104abfb 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -5,6 +5,7 @@ #include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "GameFramework/DamageType.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h index 826a415..f1e7d46 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h @@ -3,7 +3,7 @@ #pragma once #include "CoreMinimal.h" -#include "States/SNGState.h" +#include "States/OLD/SNGState.h" #include "Components/ActorComponent.h" #include "Interfaces/SNGEventProcessorInterface.h" diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h similarity index 87% rename from SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h index 4353091..1489642 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h @@ -1,25 +1,25 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGEnemyBase.h" -#include "States/SNGState.h" -#include "SNGEnemyBaseState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGEnemyBaseState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGEnemyBase* Enemy; -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "Characters/SNGEnemyBase.h" +#include "States/OLD/SNGState.h" +#include "SNGEnemyBaseState.generated.h" + +/** + * + */ +UCLASS() +class SWORDNGUN_API USNGEnemyBaseState : public USNGState +{ + GENERATED_BODY() + +public: + virtual void SetOwner(AActor* StateOwner) override; + +protected: + UPROPERTY(BlueprintReadOnly) + ASNGEnemyBase* Enemy; +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h similarity index 87% rename from SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h index 75863eb..8dc2f7e 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h @@ -1,25 +1,25 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGProtagonist.h" -#include "States/SNGState.h" -#include "SNGProtagonistState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGProtagonistState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGProtagonist* Protagonist; -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "Characters/SNGProtagonist.h" +#include "States/OLD/SNGState.h" +#include "SNGProtagonistState.generated.h" + +/** + * + */ +UCLASS() +class SWORDNGUN_API USNGProtagonistState : public USNGState +{ + GENERATED_BODY() + +public: + virtual void SetOwner(AActor* StateOwner) override; + +protected: + UPROPERTY(BlueprintReadOnly) + ASNGProtagonist* Protagonist; +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h similarity index 95% rename from SwordNGun/Source/SwordNGun/Public/States/SNGState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h index cea9e75..875df8e 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h @@ -1,110 +1,110 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "SwordNGun/SNGTypes.h" - - -#include "SNGState.generated.h" - -DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); - -DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); - -/** - * - */ -UCLASS(Blueprintable) -class SWORDNGUN_API USNGState : public UObject -{ - GENERATED_BODY() - - public: - USNGState(); - - UFUNCTION(BlueprintCallable) - void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); - - UFUNCTION(BlueprintCallable) - void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); - - FName GetName(); - - float GetTimeInState(); - - bool CanTransitionToItself(); - - UFUNCTION(BlueprintCallable) - AActor* GetOwner(); - - virtual void SetOwner(AActor* StateOwner); - - USNGState* GetParent(); - - void SetParent(USNGState* ParentState); - - uint32 GetDepth(); - - TArray> GetSubStateClasses(); - - void AddSubState(USNGState* SubState); - - // returns name of the next state if event triggers a state transition - FName GetNextStateFromEvent(FSNGEvent& Event); - - // executes transitions rules for this state to determine what substate - FName GetNextState(); - - void CreateState(); - - USNGState* EnterState(FSNGEvent& Event); - - void ExitState(); - - void UpdateState(float DeltaTime); - - protected: - - UPROPERTY(EditDefaultsOnly) - FName Name; - - UPROPERTY(BlueprintReadOnly) - float TimeInState; - - UPROPERTY(EditDefaultsOnly) - bool bCanTransitionToItself; - - UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) - int32 DefaultSubStateIndex; - - UPROPERTY(EditDefaultsOnly, Category="Sub states") - TArray> SubStateClasses; - - TArray SubStates; - - AActor* Owner; - - USNGState* Parent; - - // distance from root node - uint32 Depth; - - // NOTE(kevin): I don't think this needs to be a map - TMap Transitions; - - TMap> Handlers; - - UFUNCTION(BlueprintImplementableEvent) - void OnCreateState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnEnterState(FSNGEvent Event); - - UFUNCTION(BlueprintImplementableEvent) - void OnExitState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnUpdateState(float DeltaTime); -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "SwordNGun/SNGTypes.h" + + +#include "SNGState.generated.h" + +DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); + +DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); + +/** + * + */ +UCLASS(Blueprintable) +class SWORDNGUN_API USNGState : public UObject +{ + GENERATED_BODY() + + public: + USNGState(); + + UFUNCTION(BlueprintCallable) + void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); + + UFUNCTION(BlueprintCallable) + void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); + + FName GetName(); + + float GetTimeInState(); + + bool CanTransitionToItself(); + + UFUNCTION(BlueprintCallable) + AActor* GetOwner(); + + virtual void SetOwner(AActor* StateOwner); + + USNGState* GetParent(); + + void SetParent(USNGState* ParentState); + + uint32 GetDepth(); + + TArray> GetSubStateClasses(); + + void AddSubState(USNGState* SubState); + + // returns name of the next state if event triggers a state transition + FName GetNextStateFromEvent(FSNGEvent& Event); + + // executes transitions rules for this state to determine what substate + FName GetNextState(); + + void CreateState(); + + USNGState* EnterState(FSNGEvent& Event); + + void ExitState(); + + void UpdateState(float DeltaTime); + + protected: + + UPROPERTY(EditDefaultsOnly) + FName Name; + + UPROPERTY(BlueprintReadOnly) + float TimeInState; + + UPROPERTY(EditDefaultsOnly) + bool bCanTransitionToItself; + + UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) + int32 DefaultSubStateIndex; + + UPROPERTY(EditDefaultsOnly, Category="Sub states") + TArray> SubStateClasses; + + TArray SubStates; + + AActor* Owner; + + USNGState* Parent; + + // distance from root node + uint32 Depth; + + // NOTE(kevin): I don't think this needs to be a map + TMap Transitions; + + TMap> Handlers; + + UFUNCTION(BlueprintImplementableEvent) + void OnCreateState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnEnterState(FSNGEvent Event); + + UFUNCTION(BlueprintImplementableEvent) + void OnExitState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnUpdateState(float DeltaTime); +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h b/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h new file mode 100644 index 0000000000000000000000000000000000000000..19a08a185a7befbfa3fbe914e88f478f6342628f GIT binary patch literal 1082 zcmaizTT2^J6ouDog#L$vLP<(7+DChVsm2Rd6P$$7CmGE!8Hq`lBuXs)ApfNH+dE^J zqA20yoY|MP*V<>Fr^lw63hJoPSXWAQsTtp~Zuu_M=lqd%pt(luyI3b$;K`L~;IR+b zzi5lK&FL778@v|Xag3Cx8I})P^R)p&p@jTv{sS>1s-_jcWnXGY%|7;^b+21+K5^vS zGl$xQ!Fq}LGAGt4yklx7EXz$m9XLWtZia2dGA`!tSMZE$Q=jNBDYp-_jYhL)3&`UVxa>0n4dYG=+b?W{rNeKxP=;i&L;Z4YB6Fnr}?lJQFuz5Cb2AZiT@Wvip_9p)t z4UMNDT@w*jrz%%_Ed@ApR~>jgV=VUa4#+XSHU+O$?UIq*DxOd-R$?e_86R)B5Up0*_ktEF6+P74Kf!%`cY;kp)GRu;_dqAa9HLLO72=l2 zhXFYco+o+=gRKg4-KPz@vvD3dz7sNyb(eSer#d3<6oekjv5hwl46-$(5f%l@nb~?6 zp*!=2p72;o_$EuK5u`2|e$XD#Qf=!UF`Rj`!Wu<6yypC)`paI`RSyWRSC1SgV5d69 z=95|>gD&r{V0U!DS(nrM=apy|pEEkq2R|o&Bdk`@IsFbCYSe2V^nGIQ=`-IJk>9|j zr7!TFGqrt;xLf&JU;9sf+c5I{OsIJRuedS?=yUWrbusr}p*x=DyRGVawZh61U4k_Y zSgt{g;eM{xq=|Kgtta7#H6wfXc+n$!nBR?N2hBRFZ93o>tpLqdZ4i6h0N)IsFLpZ> z;~I63*|kH|QJ9Pyd2>A9Z^y~>a~ZA8&hy+S>OkM&9NRdPzrM{ESeHEW8J^d1 z-rL(%oMPi>FZp-)ALBp8A@71ZZ<>8iP_okT&CzOAC2q&-!|s%7_=b#;rpUueo>jGU OuNEBc8}CmwE&l)rrrgv3 literal 0 HcmV?d00001 diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h b/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h new file mode 100644 index 0000000000000000000000000000000000000000..0b5250c35cd78375cc21922fbaa040a0399c6667 GIT binary patch literal 1306 zcmbtU%TB^j5ItK={D&J%47#vBcDO=(gcz~05SIj@LQR3D1(g^-h@Vu?%x$4WNK8%B zb~?{9Gw1gE%Yg#}7cnMyfsY=h{Pyt1?-+f``@C;3!ZXl(lY5`A#zj8X4k< z2+C>B-!U~Lyrg=Ih$Bih?Jm%Y2|Bo7eeqc35sVHFd5L8BHcQD-NpMM2LW_q-+~Wb4 zXmUbrK0B=8qCwj=t)lfAauwDqd@rPV$WBHmkJ0BfC>uVcUf4-h56{{uKY& gpYTBb3judw&r8PIV(i;??p9}Mz1w-Z_0RPE19{)uH2?qr literal 0 HcmV?d00001 diff --git a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs index 1632fc9..49e6fd9 100644 --- a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs +++ b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs @@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules { 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[] { }); diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index 73ec385..d5f4967 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -10,7 +10,8 @@ "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", - "CoreUObject" + "CoreUObject", + "UnrealEd" ] } ], From 0eaaa562be767e7402563a8825f55687862e6315 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Wed, 30 Mar 2022 22:32:14 -0400 Subject: [PATCH 2/7] Setup SwordNGun editor module --- SwordNGun/Source/SwordNGun/SwordNGun.Build.cs | 2 +- SwordNGun/Source/SwordNGunEditor.Target.cs | 2 +- .../SwordNGunEditor/ISNGModuleInterface.cpp | 23 ++++++++++++++++++ .../SwordNGunEditor/ISNGModuleInterface.h | 23 ++++++++++++++++++ .../Private/States/SNGStateMachineFactory.cpp | Bin .../States/SNGStateMachineTypeActions.cpp | Bin .../Public/States/SNGStateMachineFactory.h | Bin .../States/SNGStateMachineTypeActions.h | Bin .../SwordNGunEditor/SwordNGunEditor.Build.cs | 23 ++++++++++++++++++ .../SwordNGunEditor/SwordNGunEditor.cpp | 18 ++++++++++++++ .../Source/SwordNGunEditor/SwordNGunEditor.h | 22 +++++++++++++++++ SwordNGun/SwordNGun.uproject | 8 ++++++ 12 files changed, 119 insertions(+), 2 deletions(-) create mode 100644 SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Private/States/SNGStateMachineFactory.cpp (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Private/States/SNGStateMachineTypeActions.cpp (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Public/States/SNGStateMachineFactory.h (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Public/States/SNGStateMachineTypeActions.h (100%) create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h diff --git a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs index 49e6fd9..220eac4 100644 --- a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs +++ b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs @@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore"}); PrivateDependencyModuleNames.AddRange(new string[] { }); diff --git a/SwordNGun/Source/SwordNGunEditor.Target.cs b/SwordNGun/Source/SwordNGunEditor.Target.cs index 64040be..8372108 100644 --- a/SwordNGun/Source/SwordNGunEditor.Target.cs +++ b/SwordNGun/Source/SwordNGunEditor.Target.cs @@ -9,6 +9,6 @@ public class SwordNGunEditorTarget : TargetRules { Type = TargetType.Editor; DefaultBuildSettings = BuildSettingsVersion.V2; - ExtraModuleNames.AddRange( new string[] { "SwordNGun" } ); + ExtraModuleNames.AddRange( new string[] { "SwordNGunEditor" } ); } } diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp new file mode 100644 index 0000000..cb9f1a5 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#include "ISNGModuleInterface.h" + +void ISNGModuleInterface::StartupModule() +{ + if(IsRunningCommandlet()) + { + AddModuleListeners(); + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnStartupModule(); + } + } +} + +void ISNGModuleInterface::ShutdownModule() +{ + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnShutdownModule(); + } +} diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h new file mode 100644 index 0000000..c5a67ee --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "Modules/ModuleManager.h" + +class ISNGModuleListenerInterface +{ +public: + virtual void OnStartupModule() {}; + virtual void OnShutdownModule() {}; +}; + +class ISNGModuleInterface : public IModuleInterface +{ +public: + virtual void StartupModule() override; + virtual void ShutdownModule() override; + virtual void AddModuleListeners() {}; + +protected: + TArray> ModuleListeners; +}; diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp similarity index 100% rename from SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp rename to SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineTypeActions.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp similarity index 100% rename from SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineTypeActions.cpp rename to SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineFactory.h rename to SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h rename to SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs new file mode 100644 index 0000000..dca7808 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +using UnrealBuildTool; + +public class SwordNGunEditor : ModuleRules +{ + public SwordNGunEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools", "SwordNGun" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} \ No newline at end of file diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp new file mode 100644 index 0000000..b2093bc --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp @@ -0,0 +1,18 @@ +#include "SwordNGunEditor.h" + +IMPLEMENT_GAME_MODULE(FSwordNGunEditor, SwordNGunEditor) + +void FSwordNGunEditor::StartupModule() +{ + ISNGModuleInterface::StartupModule(); +} + +void FSwordNGunEditor::ShutdownModule() +{ + ISNGModuleInterface::ShutdownModule(); +} + +void FSwordNGunEditor::AddModuleListeners() +{ + // add tools later +} diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h new file mode 100644 index 0000000..162d1f1 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h @@ -0,0 +1,22 @@ +#pragma once +#include "ISNGModuleInterface.h" + +class FSwordNGunEditor : public ISNGModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + virtual void AddModuleListeners() override; + + static FSwordNGunEditor& Get() + { + return FModuleManager::LoadModuleChecked("SwordNGunEditor"); + } + + static bool IsAvailable() + { + return FModuleManager::Get().IsModuleLoaded("SwordNGunEditor"); + } +}; diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index d5f4967..5dd3f95 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -13,6 +13,14 @@ "CoreUObject", "UnrealEd" ] + }, + { + "Name": "SwordNGunEditor", + "Type": "Editor", + "LoadingPhase": "PostEngineInit", + "AdditionalDependencies": [ + "Engine" + ] } ], "Plugins": [ From b71b54537cadfdcae7be7d0e7da4438892a3ada2 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 16:44:29 -0400 Subject: [PATCH 3/7] Implement asset editor interface so SNGStateMachine object can be created and edited --- .../States/ProtagStateMachine.uasset | 3 + .../SwordNGunEditor/ISNGModuleInterface.h | 5 ++ .../Private/States/IStateMachineEditor.cpp | 1 + .../Private/States/SNGStateMachineEditor.cpp | 68 ++++++++++++++++++ .../Private/States/SNGStateMachineFactory.cpp | Bin 1782 -> 1366 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 1342 -> 2658 bytes .../Public/States/IStateMachineEditor.h | 7 ++ .../Public/States/SNGStateMachineEditor.h | 43 +++++++++++ .../Public/States/SNGStateMachineFactory.h | Bin 1358 -> 1154 bytes .../States/SNGStateMachineTypeActions.h | Bin 1306 -> 1526 bytes .../SwordNGunEditor/SwordNGunEditor.cpp | 25 +++++++ .../Source/SwordNGunEditor/SwordNGunEditor.h | 4 ++ 12 files changed, 156 insertions(+) create mode 100644 SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset create mode 100644 SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/Public/States/IStateMachineEditor.h create mode 100644 SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineEditor.h diff --git a/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset new file mode 100644 index 0000000..efe21d2 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a99a09d03173adc4441e32998d7d01c3187b5ff5dd90345d78c2fc787ddc7a5c +size 1190 diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h index c5a67ee..e1f169b 100644 --- a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h @@ -3,6 +3,7 @@ #pragma once #include "Modules/ModuleManager.h" +#include "Styling/SlateStyle.h" class ISNGModuleListenerInterface { @@ -14,10 +15,14 @@ public: class ISNGModuleInterface : public IModuleInterface { public: + /** IModuleInterface */ virtual void StartupModule() override; virtual void ShutdownModule() override; + virtual void AddModuleListeners() {}; + TSharedPtr StyleSet; + protected: TArray> ModuleListeners; }; diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp new file mode 100644 index 0000000..130350b --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp @@ -0,0 +1 @@ +#include "States/IStateMachineEditor.h" diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp new file mode 100644 index 0000000..eb20db9 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -0,0 +1,68 @@ +#include "States/SNGStateMachineEditor.h" + +#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" + +const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); + +void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) +{ + /* + WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); + TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); + FAssetEditorToolkit::RegisterTabSpawners(TabManager); + TabManager->RegisterTabSpawner(GraphCanvasTabId, ) + .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); + + TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) + .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ + */ +} + +void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) +{ + IStateMachineEditor::UnregisterTabSpawners(InTabManager); +} + +FText FSNGStateMachineEditor::GetBaseToolkitName() const +{ + return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); +} + +FText FSNGStateMachineEditor::GetToolkitName() const +{ + const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + + FFormatNamedArguments Args; + Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); + Args.Add((TEXT("DirtyState")), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); +} + +void FSNGStateMachineEditor::SaveAsset_Execute() +{ + FAssetEditorToolkit::SaveAsset_Execute(); +} + +void FSNGStateMachineEditor::SaveAssetAs_Execute() +{ + IStateMachineEditor::SaveAssetAs_Execute(); +} + +void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) +{ + BringToolkitToFront(); + //JumpToObject +} + +void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, + const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) +{ + StateMachineEdited = StateMachine; + FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); +} + + diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp index 8dba239f49089961919db7397b21e15a09356985..ea6d91739424f0cd4f6a38eca9bc631c47192d7a 100644 GIT binary patch delta 70 zcmeyydyQ*C$;67Bi9I@-Lm0(aOcWSu7!(+S7~B}*8A2F}7!n!s7>a>pGD8VNCPO}u Tm&lOApvhp(z{|kJPzxpjros;q delta 314 zcmcb{^^JEz$;5&JRY!(mAWUT_VF+QUWGDc#oEZ{x)J0mkSnYicp11DYQZFkl>{_9AE*lMGE0!YV1^8! iXem%U1Z35YdY!3kG+du~Z diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp index ee58c6718dc4c2125b6abe14c005a9e562852f3f..724040832bd3ab28264421d4098948ae39c16656 100644 GIT binary patch literal 2658 zcmb_e+iuf95S>>e@eivYA-5_mg|`-hswyp2X&RA+K9|HP1~&~F(mcBH= zSAq|#;TSw#aDJ;9hRQx;xOF3E;5N0(@1M(-^6kNbig6XpSF7CGf0Xy18slESEpu1M z^9Q1tHMt zSe?ro>ByygewfhPQrEf6{>;8lWJguy!Mcr!cmsQ~*8+<%yqw|v5T8iC>12A3=LBnY zpmLd9>x!MWA7DMj6+Nu7BDU{chcpU4FW{4N-73eq-wA|9_VE{`;N=GOycHt8K!&UlPv|ms^BFpY?I26HQr#`wUFJWV zyFKGPvG?@En;=6f_%;4vRkP#fe*WJPd%~W1`7_*}`DBsmcJ& InTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; + virtual FText GetBaseToolkitName() const override; + virtual FText GetToolkitName() const override; + virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } + virtual FText GetToolkitToolTipText() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + virtual FString GetWorldCentricTabPrefix() const override; + + /** FAssetEditorToolkit interface */ + virtual FString GetDocumentationLink() const override; + virtual bool CanSaveAsset() const override { return true; } + virtual bool CanSaveAssetAs() const override { return true; } + virtual void SaveAsset_Execute() override; + virtual void SaveAssetAs_Execute() override; + + /** IAssetEditorInstance interface */ + virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; + + void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); + +private: + /** State machien being edited */ + USNGStateMachine* StateMachineEdited; + + /** Graph Editor */ + TSharedPtr GraphEditorView; + + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h index 8e1cebecf395c20200b34386ce3169ee157796e2..f52547015bd150bab53c1d49d944ab14d663544d 100644 GIT binary patch delta 43 zcmX@d)x7#}V9mhGz{LOn9i|JV delta 203 zcmZqTJjXR*#l~xTjFQ0&;SBx^K@2Voehlsmp+GX8!I2?=!E-YsQzcUBRASO^A11r=*Gfh2}Rk`S=+3WA-d5ONT2VrlJ9K#^g0 zhWY=^%)Rk$J}h&4nL%+iLG6+g diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp index b2093bc..5f8c008 100644 --- a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp @@ -1,14 +1,39 @@ #include "SwordNGunEditor.h" +#include "AssetToolsModule.h" +#include "States/SNGStateMachineTypeActions.h" + IMPLEMENT_GAME_MODULE(FSwordNGunEditor, SwordNGunEditor) void FSwordNGunEditor::StartupModule() { + // register custom types + // add custom category + IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); + // register custom asset with SwordNGun category + EAssetTypeCategories::Type SNGCategory = + AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("SwordNGun")), FText::FromString("Sword N Gun")); + TSharedPtr Action = MakeShareable(new FSNGStateMachineTypeActions(SNGCategory)); + AssetTools.RegisterAssetTypeActions(Action.ToSharedRef()); + // save for later so it can be unregistered on shutdown + CreatedAssetTypeActions.Add(Action); + ISNGModuleInterface::StartupModule(); } void FSwordNGunEditor::ShutdownModule() { + // unregister all asset types created by this module + if(FModuleManager::Get().IsModuleLoaded("AssetTools")) + { + IAssetTools& AssetTools = FModuleManager::GetModuleChecked("AssetTools").Get(); + for(int32 i = 0; i < CreatedAssetTypeActions.Num(); i++) + { + AssetTools.UnregisterAssetTypeActions(CreatedAssetTypeActions[i].ToSharedRef()); + } + } + CreatedAssetTypeActions.Empty(); + ISNGModuleInterface::ShutdownModule(); } diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h index 162d1f1..6dbde6f 100644 --- a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h @@ -1,4 +1,5 @@ #pragma once +#include "IAssetTypeActions.h" #include "ISNGModuleInterface.h" class FSwordNGunEditor : public ISNGModuleInterface @@ -19,4 +20,7 @@ public: { return FModuleManager::Get().IsModuleLoaded("SwordNGunEditor"); } + +private: + TArray> CreatedAssetTypeActions; }; From 965322a4ae4635ddc41afeb0ecec4f42bcab727a Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 17:44:34 -0400 Subject: [PATCH 4/7] Remove old character classes and any related objects/assets --- .../Characters/AnimNotifies/AN_CanMove.uasset | 3 - .../AnimNotifies/Old/ANS_DoMeleeAttack.uasset | 3 - .../AnimNotifies/Old/AN_CanAttack.uasset | 3 - .../AnimNotifies/Old/AN_CanDodge.uasset | 3 - .../AnimNotifies/Old/AN_CanJump.uasset | 3 - .../Old/AN_SetCollisionEnabled.uasset | 3 - .../Old/AN_SetGravityEnabled.uasset | 3 - .../Animations/Locomotion/Enemy_Run_BS.uasset | 3 - .../Locomotion/standing_idle.uasset | 3 - .../standing_idle_looking_ver__1.uasset | 3 - .../standing_idle_looking_ver__2.uasset | 3 - .../Locomotion/standing_run_back.uasset | 3 - .../Locomotion/standing_run_forward.uasset | 3 - .../Locomotion/standing_turn_left_90.uasset | 3 - .../Locomotion/standing_turn_right_90.uasset | 3 - .../Locomotion/standing_walk_back.uasset | 3 - .../Locomotion/standing_walk_forward.uasset | 3 - .../Locomotion/standing_walk_left.uasset | 3 - .../Locomotion/standing_walk_right.uasset | 3 - .../Animations/Reactions/Air_Hurt.uasset | 3 - .../Animations/Reactions/Death.uasset | 3 - 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| 3 - .../States/OLD/BP_ProtagReloadState.uasset | 3 - .../States/OLD/BP_ProtagRootState.uasset | 3 - .../States/OLD/BP_ProtagWalkState.uasset | 3 - .../AnimNotifies/ANS_DoMeleeAttack.uasset | 3 - .../Core/AnimNotifies/AN_CanAttack.uasset | 3 - .../Core/AnimNotifies/AN_CanCancel.uasset | 3 - .../Core/AnimNotifies/AN_CanDodge.uasset | 3 - .../Core/AnimNotifies/AN_CanJump.uasset | 3 - .../Core/AnimNotifies/AN_CanMove.uasset | 3 - SwordNGun/Content/Maps/Test.umap | 3 - SwordNGun/Content/Maps/Test_BuiltData.uasset | 3 - .../Private/Characters/SNGCharacterBase.cpp | 5 + .../SNGCharacterBase_DEPRECATED.cpp | 265 ------------- .../Private/Characters/SNGEnemyBase.cpp | 9 - .../Private/Characters/SNGProtagonist.cpp | 350 ------------------ .../Controllers/SNGPlayerController.cpp | 75 +--- .../Private/States/OLD/SNGEnemyBaseState.cpp | 15 - .../States/OLD/SNGProtagonistState.cpp | 15 - .../Private/States/{OLD => }/SNGState.cpp | 2 +- .../Weapons/SNGInstantRangedWeapon.cpp | 4 +- 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a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index e525966..1a56ce4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -192,6 +192,11 @@ FVector ASNGCharacterBase::GetInputAsWorldDirection() return ForwardInput + RightInput; } +void ASNGCharacterBase::ApplyHitStop(float StopTime, float SlowTime) +{ + UE_LOG(LogTemp, Error, TEXT("HIT STOP IS NOT IMPLEMENTED")); +} + // Called every frame void ASNGCharacterBase::Tick(float DeltaTime) { diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp deleted file mode 100644 index a785209..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp +++ /dev/null @@ -1,265 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGCharacterBase_DEPRECATED.h" - -#include "Components/CapsuleComponent.h" -#include "GameFramework/PawnMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "SwordNGun/SwordNGun.h" - -// Sets default values -ASNGCharacterBase_DEPRECATED::ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) -{ - // By default calls Tick() every frame. - PrimaryActorTick.bCanEverTick = true; - - StateMachineComponent = CreateDefaultSubobject(TEXT("StateMachineComponent")); - HealthComponent = CreateDefaultSubobject(TEXT("HealthComponent")); - - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_RANGED_WEAPON, ECR_Ignore); - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_MELEE_WEAPON, ECR_Ignore); - - EnableAllActions(); - - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(false); - } -} - -void ASNGCharacterBase_DEPRECATED::SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation) -{ - RotateTimeElapsed = 0.0f; - InitialRot = GetActorRotation(); - this->TargetRot = TargetRotation; - DegPerSecond = DegreesPerSecond; - this->MaxRot = MaxRotation; - - RotateTime = FMath::Min(FMath::Abs(TargetRotation.Yaw - InitialRot.Yaw), MaxRotation) / DegreesPerSecond; -} - -void ASNGCharacterBase_DEPRECATED::RotateTowardsTarget(float DeltaTime) -{ - if(RotateTimeElapsed < RotateTime) - { - SetActorRotation(UKismetMathLibrary::RInterpTo_Constant(GetActorRotation(), TargetRot, - DeltaTime, DegPerSecond)); - - RotateTimeElapsed += DeltaTime; - } -} - -void ASNGCharacterBase_DEPRECATED::SetIgnoreMovementInput(bool IsIgnored) -{ - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(IsIgnored); - } -} - -void ASNGCharacterBase_DEPRECATED::DisableAllActions() -{ - bCanMove = false; - bCanJump = false; - bCanDodge = false; - bCanAttack = false; -} - -void ASNGCharacterBase_DEPRECATED::EnableAllActions() -{ - bCanMove = true; - bCanJump = true; - bCanDodge = true; - bCanAttack = true; -} - -void ASNGCharacterBase_DEPRECATED::SetCanMove(bool CanMove) -{ - bCanMove = CanMove; -} - -bool ASNGCharacterBase_DEPRECATED::CanMove() -{ - return bCanMove; -} - -void ASNGCharacterBase_DEPRECATED::SetCanCharacterJump(bool CanJump) -{ - bCanJump = CanJump; -} - -bool ASNGCharacterBase_DEPRECATED::CanCharacterJump() -{ - return bCanJump; -} - -void ASNGCharacterBase_DEPRECATED::SetCanAttack(bool CanAttack) -{ - bCanAttack = CanAttack; -} - -bool ASNGCharacterBase_DEPRECATED::CanAttack() -{ - return bCanAttack; -} - -void ASNGCharacterBase_DEPRECATED::SetCanDodge(bool CanDodge) -{ - bCanDodge = CanDodge; -} - -bool ASNGCharacterBase_DEPRECATED::CanDodge() -{ - return bCanDodge; -} - -void ASNGCharacterBase_DEPRECATED::ApplyHitStop(float HitStopTime, float HitSlowTime) -{ - CurrHitStopTime = HitStopTime; - CurrHitSlowTime = HitSlowTime; - bIsInHitStop = true; -} - -void ASNGCharacterBase_DEPRECATED::PushEvent_Implementation(FSNGEvent Event) -{ - if(StateMachineComponent) - { - StateMachineComponent->PushEvent(Event); - } -} - -ASNGWeaponBase* ASNGCharacterBase_DEPRECATED::GetCurrentWeapon_Implementation() -{ - return nullptr; -} - -void ASNGCharacterBase_DEPRECATED::ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser) -{ - AActor* Causer = EventInstigator->GetPawn(); - - if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || - HitData.HitstopApplicationType == ESNGHitstopApplicationType::ReceiverOnly) - { - ApplyHitStop(HitData.StopTime, HitData.SlowTime); - } - - FVector AdjustedLaunchDir; - switch (HitData.LaunchDirectionType) - { - case ESNGLaunchDirectionType::UseCauserRotation: - { - FRotator CauserRotationYaw(0.0f, Causer->GetActorRotation().Yaw, 0.0f); - AdjustedLaunchDir = CauserRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - case ESNGLaunchDirectionType::UseLookAtRotation: - { - FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(Causer->GetActorLocation(), GetActorLocation()); - FRotator LookAtRotationYaw(0.0f, LookAtRotation.Yaw, 0.0f); - AdjustedLaunchDir = LookAtRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - default: - { - AdjustedLaunchDir = HitData.LaunchDirection; - } - break; - } - - switch (HitData.LaunchType) - { - case ESNGLaunchType::OnlyInAir: - { - bool IsInAir = GetMovementComponent()->IsFalling(); - if(IsInAir) - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - else - { - AdjustedLaunchDir = FVector(AdjustedLaunchDir.X, AdjustedLaunchDir.Y, 0.0f); - LaunchCharacter(AdjustedLaunchDir, true, true); - } - } - break; - case ESNGLaunchType::Always: - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - break; - default: - { - - } - break; - } -} - -float ASNGCharacterBase_DEPRECATED::TakeDamage(float Damage, FDamageEvent const& DamageEvent, AController* EventInstigator, - AActor* DamageCauser) -{ - Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser); - - if(HealthComponent) - { - HealthComponent->SubtractHealth(Damage); - } - - if (DamageEvent.IsOfType(FSNGDamageEvent::ClassID)) - { - // point damage event, pass off to helper function - FSNGDamageEvent* const MyDamageEvent = (FSNGDamageEvent*) &DamageEvent; - ReceiveHit(MyDamageEvent->HitData, EventInstigator, DamageCauser); - - FSNGEvent Event; - Event.EventType = ESNGEventType::Damage; - Event.DamageData.HitData = MyDamageEvent->HitData; - Event.DamageData.EventInstigator = EventInstigator; - Event.DamageData.DamageCauser = DamageCauser; - Event.DamageData.SurfaceType = MyDamageEvent->SurfaceType; - Event.DamageData.ImpactPoint = MyDamageEvent->ImpactPoint; - PushEvent(Event); - } - - return Damage; -} - -void ASNGCharacterBase_DEPRECATED::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - RotateTowardsTarget(DeltaSeconds); - - if(bIsInHitStop) - { - CurrHitStopTime = FMath::Clamp(CurrHitStopTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitStopTime); - if(CurrHitStopTime > 0.0f) - { - CustomTimeDilation = 0.0f; - } - else - { - CustomTimeDilation = 0.01; - CurrHitSlowTime = FMath::Clamp(CurrHitSlowTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitSlowTime); - if(CurrHitSlowTime == 0.0f) - { - CustomTimeDilation = 1.0f; - bIsInHitStop = false; - } - } - } -} - -void ASNGCharacterBase_DEPRECATED::PostInitializeComponents() -{ - Super::PostInitializeComponents(); - - SNGCharacterMovementComponent = Cast(Super::GetMovementComponent()); -} - diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp deleted file mode 100644 index 0a1477b..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGEnemyBase.h" - -ASNGWeaponBase* ASNGEnemyBase::GetCurrentWeapon_Implementation() -{ - return Weapon; -} diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp deleted file mode 100644 index 2ad33ff..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp +++ /dev/null @@ -1,350 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGProtagonist.h" - -#include "DrawDebugHelpers.h" -#include "Animation/AnimInstance.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "Kismet/KismetSystemLibrary.h" -#include "SwordNGun/SwordNGun.h" - -static int32 DebugProtagonistDrawing = 0; -FAutoConsoleVariableRef CVARDebugProtagonistDrawing(TEXT("SNG.DebugProtagonist"), - DebugProtagonistDrawing, - TEXT("Draw Debug Information for Protagonist"), - ECVF_Cheat); - -ASNGProtagonist::ASNGProtagonist(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer) -{ - PrimaryActorTick.bCanEverTick = true; - - SpringArmComponent = CreateDefaultSubobject(TEXT("SpringArmComponent")); - SpringArmComponent->SetupAttachment(RootComponent); - - CameraComponent = CreateDefaultSubobject(TEXT("CameraComponent")); - CameraComponent->SetupAttachment(SpringArmComponent); - - WeaponInventoryComponent = CreateDefaultSubobject(TEXT("WeaponInventoryComponent")); - - bIsMeleeAttackComboReset = false; - bDoesMovementInputCancelAnimMontage = true; - - AimFOV = 60.0f; - AimSpeed = 20.0f; - DefaultFOV = CameraComponent->FieldOfView; - - SoftLockHalfAngle = 45.0f; - SoftLockRange = 200.0f; - NumSoftLockLineTraces = 4; - - DegreesPerSecond = 720.0f; - MaxRotation = 180.0f; - - MaxNumAirDashes = 2; -} - -void ASNGProtagonist::BeginPlay() -{ - Super::BeginPlay(); - - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(0), GunHandSocket); - - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(0), SwordHandSocket); - - CurrNumAirDashes = 0; -} - -void ASNGProtagonist::MoveForward(const float Value) -{ - LastForwardAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetForwardVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::MoveRight(const float Value) -{ - LastRightAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::DoJump() -{ - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - - Jump(); -} - -/* -float ASNGProtagonist::Dash() -{ - float AnimationDuration = 0.0f; - - FVector InputDirection = GetInputAsWorldDirection(); - // is there is no movement input then roll forward, otherwise roll in the movement input direction - if(!InputDirection.IsNearlyZero()) - { - SetActorRotation(UKismetMathLibrary::MakeRotFromX(InputDirection)); - } - - if(DashMontage) - { - AnimationDuration = PlayAnimMontage(DashMontage); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No dash animation montage set for character")); - } - - SetIgnoreMovementInput(true); - - return AnimationDuration; -} -*/ - -float ASNGProtagonist::MeleeAttack(FMeleeAttackData MeleeAttackData) -{ - GetClosestSoftLockedActor(); - if(ClosestActor) - { - SetupRotateTowardsTarget( - UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), ClosestActor->GetActorLocation()), - DegreesPerSecond, MaxRotation); - } - - float AnimationDuration = 0.0f; - - // probably want to do an assert here instead?? - if(MeleeAttackData.AttackMontage) - { - AnimationDuration = PlayAnimMontage(MeleeAttackData.AttackMontage); - - SetIgnoreMovementInput(true); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No attack animation montage set for character")); - } - - return AnimationDuration; -} - -bool ASNGProtagonist::IsMeleeAttackComboReset() -{ - return bIsMeleeAttackComboReset; -} - -void ASNGProtagonist::SetMeleeAttackCombo(bool IsComboReset) -{ - bIsMeleeAttackComboReset = IsComboReset; -} - -bool ASNGProtagonist::DoesMovementInputCancelAnimMontage() -{ - return bDoesMovementInputCancelAnimMontage; -} - -void ASNGProtagonist::SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage) -{ - bDoesMovementInputCancelAnimMontage = DoesMovementCancelMontage; -} - -void ASNGProtagonist::DoAirDash() -{ - CurrNumAirDashes++; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: CurrNumAirDashes %d"), CurrNumAirDashes); -} - -void ASNGProtagonist::ResetAirDashCount() -{ - CurrNumAirDashes = 0; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: Resetting Air Dashes"), CurrNumAirDashes); -} - -bool ASNGProtagonist::CanAirDash() const -{ - return CurrNumAirDashes < MaxNumAirDashes; -} - -void ASNGProtagonist::CycleRangedWeapon() -{ - WeaponInventoryComponent->GetCurrentRangedWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentRangedWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumRangedWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(NextWeaponIdx), GunHandSocket); -} - -void ASNGProtagonist::CycleMeleeWeapon() -{ - WeaponInventoryComponent->GetCurrentMeleeWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentMeleeWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumMeleeWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(NextWeaponIdx), SwordHandSocket); -} - -void ASNGProtagonist::EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket) -{ - WeaponToEquip->SetEquipped(); - WeaponToEquip->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, HandSocket); -} - -ASNGWeaponBase* ASNGProtagonist::GetCurrentWeapon_Implementation() -{ - return WeaponInventoryComponent->GetCurrentMeleeWeapon(); -} - -/* -FVector ASNGProtagonist::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) -{ - AController* MyController = GetController(); - if(MyController == nullptr) - { - return FVector::ZeroVector; - } - - FRotator ViewRotation = MyController->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - - FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ForwardAxisValue; - - FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotationYaw) * RightAxisValue; - - return ForwardInput + RightInput; -} -*/ - -void ASNGProtagonist::GetClosestSoftLockedActor() -{ - for(int i = 0; i < SoftLockedActors.Num(); i++) - { - float CurrDist = FVector::Distance(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - - FRotator DeltaRot = UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - float CurrAngle = FMath::Abs(DeltaRot.Yaw - GetActorRotation().Yaw); - - if(ClosestActor) - { - if(CurrAngle <= AngleFromClosestActor && CurrDist <= DistFromClosestActor) - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } - else - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } -} - -FVector ASNGProtagonist::GetPawnViewLocation() const -{ - if(CameraComponent) - { - return CameraComponent->GetComponentLocation(); - } - - return Super::GetPawnViewLocation(); -} - -void ASNGProtagonist::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - // set field of view depending on whether player is aiming down sights or not - float TargetFOV = bIsAiming ? AimFOV : DefaultFOV; - float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaSeconds, AimSpeed); - CameraComponent->SetFieldOfView(NewFOV); - - // find enemies to soft lock to when performing melee attacks - SoftLockedActors.Empty(); - float LineTraceAngleStep = (2 * SoftLockHalfAngle) / NumSoftLockLineTraces; - float CurrLineTraceAngle = -SoftLockHalfAngle; - for(int i = 0; i < NumSoftLockLineTraces; i++, CurrLineTraceAngle += LineTraceAngleStep) - { - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - QueryParams.AddIgnoredActors(SoftLockedActors); - QueryParams.bTraceComplex = true; - - FRotator CurrLineTraceRotation(0.0f, GetActorRotation().Yaw + CurrLineTraceAngle, 0.0f); - FVector CurrLineTraceDir = UKismetMathLibrary::GetForwardVector(CurrLineTraceRotation); - - // why was I using the weapon trace channel for this?? - FHitResult HitResult; - ETraceTypeQuery TraceType = UEngineTypes::ConvertToTraceType(COLLISION_RANGED_WEAPON); - - /* - if(GetWorld()->LineTraceSingleByChannel(HitResult, GetActorLocation(), - GetActorLocation() + (CurrLineTraceDir * SoftLockRange), COLLISION_WEAPON, QueryParams)) - */ - EDrawDebugTrace::Type DrawDebugTrace = DebugProtagonistDrawing ? EDrawDebugTrace::Type::ForOneFrame : EDrawDebugTrace::Type::None; - if(UKismetSystemLibrary::SphereTraceSingle(this, GetActorLocation(), GetActorLocation() + (CurrLineTraceDir * SoftLockRange), 20.0f, TraceType, true, - SoftLockedActors, DrawDebugTrace, HitResult, true, - FLinearColor::Red, FLinearColor::Green, -1)) - { - AActor* HitActor = HitResult.Actor.Get(); - if(HitActor) - { - SoftLockedActors.Add(HitActor); - } - } - - if(DebugProtagonistDrawing) - { - DrawDebugLine(GetWorld(), GetActorLocation(),GetActorLocation() + (CurrLineTraceDir * SoftLockRange), FColor::Red, false, -1, 0, 1.0f); - DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, 5.0f, 12, FColor::Green, false, -1, 0, 1.0f); - } - } - - if(DebugProtagonistDrawing) - { - FVector ActorLocation = GetActorLocation(); - FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (ActorForward * 100.0f), - 10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f); - - /* - FVector InputDirection = GetInputAsWorldDirection(LastForwardAxis, LastRightAxis); - InputDirection.Normalize(); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (InputDirection * 100.0f), - 10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f); - */ - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp index 0dd4530..8535dc4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp @@ -4,6 +4,8 @@ #include "Controllers/SNGPlayerController.h" #include "DrawDebugHelpers.h" +#include "Characters/SNGCharacterBase.h" +#include "Interfaces/SNGEventProcessorInterface.h" #include "Kismet/KismetMathLibrary.h" ASNGPlayerController::ASNGPlayerController() @@ -16,9 +18,9 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) { Super::OnPossess(aPawn); - if(Protagonist == nullptr) + if(PossesedCharacter == nullptr) { - Protagonist = Cast(GetCharacter()); + PossesedCharacter = Cast(GetCharacter()); } SetupInputs(); @@ -26,12 +28,12 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) void ASNGPlayerController::OnUnPossess() { - Protagonist = nullptr; + PossesedCharacter = nullptr; } void ASNGPlayerController::SetupInputs() { - check(Protagonist != nullptr); + check(PossesedCharacter != nullptr); InputComponent->BindAxis("Turn", this, &ASNGPlayerController::AddYawInput); InputComponent->BindAxis("TurnRate", this, &ASNGPlayerController::TurnRate); @@ -39,8 +41,8 @@ void ASNGPlayerController::SetupInputs() InputComponent->BindAxis("LookUpRate", this, &ASNGPlayerController::LookUpRate); // have to figure out how to decouple these - InputComponent->BindAxis("MoveForward", Protagonist, &ASNGProtagonist::MoveForward); - InputComponent->BindAxis("MoveRight", Protagonist, &ASNGProtagonist::MoveRight); + InputComponent->BindAxis("MoveForward", PossesedCharacter, &ASNGCharacterBase::MoveForward); + InputComponent->BindAxis("MoveRight", PossesedCharacter, &ASNGCharacterBase::MoveRight); RegisterAction("Jump", "JUMP"); RegisterAction("Dash", "DASH"); @@ -51,9 +53,11 @@ void ASNGPlayerController::SetupInputs() //BindActionToCharacterCommand("CycleMeleeWeapon", "CYCLE_MELEE"); //BindActionToCharacterCommand("CycleRangedWeapon", "CYCLE_RANGED"); - InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleRangedWeapon); - InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleMeleeWeapon); + /* + InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleRangedWeapon); + InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleMeleeWeapon); //InputComponent->BindAction("Attack", IE_Pressed, this, &ASNGPlayerController::ProcessAttackInput); + */ } void ASNGPlayerController::RegisterAction(FName ActionName, FName CommandName) @@ -205,9 +209,9 @@ void ASNGPlayerController::PushCharacterCommandToPawn(FName Command, EActionStat Event.CommandData.ActionState = ActionState; // push event - if(Protagonist->Implements()) + if(PossesedCharacter->Implements()) { - ISNGEventProcessorInterface* EventProcessor = Cast(Protagonist); + ISNGEventProcessorInterface* EventProcessor = Cast(PossesedCharacter); EventProcessor->PushEvent(Event); } } @@ -312,57 +316,6 @@ void ASNGPlayerController::ProcessInputFrame(FBufferedInput& InputFrame) } } -/* -void ASNGPlayerController::ProcessActions(TArray& Actions) -{ - for (auto InputAction : Actions) - { - // try to process input - if(!InputAction.IsConsumed) - { - check(ActionToCharacterCommand.Contains(InputAction.Name)); - FName CharacterCommand = ActionToCharacterCommand[InputAction.Name]; - switch (InputAction.State) - { - case EActionState::PRESSED: - PushCharacterCommandToPawn(CharacterCommand); - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being pressed"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Red, DebugMsg); - } - break; - case EActionState::HELD: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being held"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green, DebugMsg); - } - break; - case EActionState::RELEASED: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being released"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Blue, DebugMsg); - } - break; - } - } - } -} -*/ - -/* -ERawInputs ASNGPlayerController::WorldInputDirectionToCardinalDirection(FVector WorldInputDirection) -{ - NEUTRAL, - BACK, - FORWARD, - LEFT, - RIGHT, -} -*/ - FVector ASNGPlayerController::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) { if(FMath::Abs(ForwardAxisValue) == 0.0f && FMath::Abs(RightAxisValue) == 0.0f) diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp deleted file mode 100644 index 41c1066..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/OLD/SNGEnemyBaseState.h" - -void USNGEnemyBaseState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Enemy = Cast(StateOwner); - if(!Enemy) - { - UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp deleted file mode 100644 index b3302a6..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/OLD/SNGProtagonistState.h" - -void USNGProtagonistState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Protagonist = Cast(StateOwner); - if(!Protagonist) - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp similarity index 94% rename from SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp index 6b2e4d1..dca130b 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp @@ -1,7 +1,7 @@ // Project Sword & Gun Copyright © 2021 Kevin Poretti -#include "States/OLD/SNGState.h" +#include "States/SNGState.h" USNGState::USNGState() { diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp index 1a120a9..9158078 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGInstantRangedWeapon.h" #include "DrawDebugHelpers.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" #include "GameFramework/DamageType.h" #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" @@ -108,7 +108,7 @@ void ASNGInstantRangedWeapon::DoLineTrace(FRotator SpreadOffset) if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 104abfb..3b39b13 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGMeleeWeaponBase.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" #include "GameFramework/DamageType.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" @@ -62,7 +62,7 @@ void ASNGMeleeWeaponBase::DoSphereCast(FSNGHitData const& HitData, bool Override if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index 17ce8c5..3505a2d 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -18,9 +18,22 @@ public: // Sets default values for this character's properties ASNGCharacterBase(const FObjectInitializer& ObjectInitializer); + /** Character input control */ + void MoveForward(float Value); + + void MoveRight(float Value); + + void TurnRate(float Value); + + void LookUpRate(float Value); + FVector GetInputAsWorldDirection(); FORCEINLINE float GetInputThreshold() { return InputThreshold; } + /** End character input control */ + + /** Hit-stop */ + void ApplyHitStop(float StopTime, float SlowTime); protected: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") @@ -66,14 +79,6 @@ protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0")) float SprintFOVInterpSpeed; - void MoveForward(float Value); - - void MoveRight(float Value); - - void TurnRate(float Value); - - void LookUpRate(float Value); - void StartJump(); virtual void Landed(const FHitResult& Hit) override; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h deleted file mode 100644 index 0adcaf6..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h +++ /dev/null @@ -1,174 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Components/SNGCharacterMovementComponent.h" - -#include "Components/SNGHealthComponent.h" -#include "Components/SNGStateMachineComponent.h" -#include "GameFramework/Character.h" -#include "Interfaces/SNGEventProcessorInterface.h" -#include "Interfaces/SNGWeaponUserInterface.h" - -#include "SNGCharacterBase_DEPRECATED.generated.h" - -UCLASS() -class SWORDNGUN_API ASNGCharacterBase_DEPRECATED : public ACharacter, public ISNGEventProcessorInterface, public ISNGWeaponUserInterface -{ - GENERATED_BODY() - -public: - // Sets default values for this character's properties - ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer); - - /********************************************************************* - * Flags - ********************************************************************/ - - UFUNCTION(BlueprintCallable) - void DisableAllActions(); - - UFUNCTION(BlueprintCallable) - void EnableAllActions(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanMove(bool CanMove); - - UFUNCTION(BlueprintGetter) - bool CanMove(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanCharacterJump(bool CanJump); - - UFUNCTION(BlueprintGetter) - bool CanCharacterJump(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanAttack(bool CanAttack); - - UFUNCTION(BlueprintGetter) - bool CanAttack(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanDodge(bool CanDodge); - - UFUNCTION(BlueprintGetter) - bool CanDodge(); - -protected: - UPROPERTY(BlueprintReadOnly) - bool bCanMove; - - UPROPERTY(BlueprintReadOnly) - bool bCanJump; - - UPROPERTY(BlueprintReadOnly) - bool bCanAttack; - - UPROPERTY(BlueprintReadOnly) - bool bCanDodge; - - /********************************************************************* - * Movement - ********************************************************************/ - -public: - - UFUNCTION(BlueprintCallable, Category="Movement") - void SetIgnoreMovementInput(bool IsIgnored); - - UFUNCTION(BlueprintCallable, Category="Movement") - FORCEINLINE class USNGCharacterMovementComponent* GetSNGCharacterMovementComponent() const - { - return SNGCharacterMovementComponent; - } - -protected: - USNGCharacterMovementComponent* SNGCharacterMovementComponent; - -public: - /********************************************************************* - * Event processing interface - ********************************************************************/ - // event processing - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - void PushEvent(FSNGEvent Event); - - /** - * The state machine will be handling most if not all of the states - * we simply wrap the state machine's push event implementation since most - * characters that will want to push events to another character will have a reference - * to the character itself rather than the state machine component - */ - virtual void PushEvent_Implementation(FSNGEvent Event); - - - /********************************************************************* - * Weapons - ********************************************************************/ - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - ASNGWeaponBase* GetCurrentWeapon(); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation(); - - /********************************************************************* - * Damage and hits - ********************************************************************/ - // damage and related - UFUNCTION(BlueprintCallable) - void ApplyHitStop(float HitStopTime, float HitSlowTime); - - virtual void ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser); - - virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; - -protected: - bool bIsInHitStop; - - float CurrHitStopTime; - - float CurrHitSlowTime; - - /********************************************************************* - * Rotate towards target - ********************************************************************/ -public: - UFUNCTION(BlueprintCallable) - void SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation); - - UFUNCTION(BlueprintCallable) - void RotateTowardsTarget(float DeltaTime); - -protected: - FRotator InitialRot; - - FRotator TargetRot; - - float DegPerSecond; - - float MaxRot; - - float RotateTime; - - float RotateTimeElapsed; - - /********************************************************************* - * Components - ********************************************************************/ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGStateMachineComponent* StateMachineComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGHealthComponent* HealthComponent; - - virtual void Tick(float DeltaSeconds) override; - - virtual void PostInitializeComponents() override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h deleted file mode 100644 index 0e2a6b9..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h +++ /dev/null @@ -1,24 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "SNGEnemyBase.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGEnemyBase : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon") - ASNGWeaponBase* Weapon; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h deleted file mode 100644 index f849661..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h +++ /dev/null @@ -1,170 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Camera/CameraComponent.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "Components/SNGWeaponInventoryComponent.h" -#include "GameFramework/SpringArmComponent.h" - -#include "SNGProtagonist.generated.h" - -USTRUCT(BlueprintType) -struct FMeleeAttackData -{ - GENERATED_BODY() - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Animation") - UAnimMontage* AttackMontage; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Motion") - UCurveVector* RootMotionCurve; -}; - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGProtagonist : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - ASNGProtagonist(const FObjectInitializer& ObjectInitializer); - - void MoveForward(float Value); - - void MoveRight(float Value); - - UFUNCTION(BlueprintCallable) - void DoJump(); - - UFUNCTION(BlueprintCallable) - float MeleeAttack(FMeleeAttackData MeleeAttackData); - - UFUNCTION(BlueprintGetter) - bool IsMeleeAttackComboReset(); - - UFUNCTION(BlueprintCallable) - void SetMeleeAttackCombo(bool IsComboReset); - - UFUNCTION(BlueprintGetter) - bool DoesMovementInputCancelAnimMontage(); - - UFUNCTION(BlueprintCallable) - void SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage); - - /** - * Performs an air dash - * - * NOTE(kevin): For now this only increments the CurrNumAirDashes value. All of the current air dash functionality - * is in blueprints and I don't feel like moving it over to C++. - */ - UFUNCTION(BlueprintCallable) - void DoAirDash(); - - /** - * Resets the number of current number of air dashes to zero. For example, when - * the player lands on the ground when they were previously in the air or when they reload in the air. - */ - UFUNCTION(BlueprintCallable) - void ResetAirDashCount(); - - /** - * Returns true if the current number of air dashes does not exceed the maximum amount of allowed air dashes. - * - * @returns true if the player can air dash (CurrNumAirDashes < MaxNumAirDashes) and false otherwise - */ - UFUNCTION(BlueprintCallable) - bool CanAirDash() const; - - UFUNCTION(BlueprintCallable) - void CycleRangedWeapon(); - - UFUNCTION(BlueprintCallable) - void CycleMeleeWeapon(); - - void EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - UCameraComponent* CameraComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USpringArmComponent* SpringArmComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGWeaponInventoryComponent* WeaponInventoryComponent; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName GunHandSocket; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName SwordHandSocket; - - UPROPERTY(BlueprintReadWrite) - bool bIsAiming; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera") - float AimFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera", meta = (ClampMin = 0.1, ClampMax = 120)) - float AimSpeed; - - float DefaultFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockHalfAngle; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockRange; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - int NumSoftLockLineTraces; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float DegreesPerSecond; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float MaxRotation; - - TArray SoftLockedActors; - - AActor* ClosestActor; - float DistFromClosestActor; - float AngleFromClosestActor; - - /** - * NOTE(kevin): Are these still being used anymore? - */ - float LastForwardAxis; - float LastRightAxis; - - UPROPERTY(BlueprintReadWrite) - bool bIsMeleeAttackComboReset; - - UPROPERTY(BlueprintReadWrite) - bool bDoesMovementInputCancelAnimMontage; - - /** Maximum number of air dashes a player is allowed do in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Air Dash") - int32 MaxNumAirDashes; - - UPROPERTY(BlueprintReadWrite) - int32 CurrNumAirDashes; - - //UFUNCTION(BlueprintCallable) - //FVector GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue); - - void GetClosestSoftLockedActor(); - - virtual FVector GetPawnViewLocation() const override; - - virtual void BeginPlay() override; - - virtual void Tick(float DeltaSeconds) override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h index f1e7d46..826a415 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h @@ -3,7 +3,7 @@ #pragma once #include "CoreMinimal.h" -#include "States/OLD/SNGState.h" +#include "States/SNGState.h" #include "Components/ActorComponent.h" #include "Interfaces/SNGEventProcessorInterface.h" diff --git a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h index 613a62f..83199cf 100644 --- a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h +++ b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h @@ -3,9 +3,10 @@ #pragma once #include "CoreMinimal.h" +#include "Characters/SNGCharacterBase.h" -#include "Characters/SNGProtagonist.h" #include "GameFramework/PlayerController.h" +#include "SwordNGun/SNGTypes.h" #include "SNGPlayerController.generated.h" UENUM() @@ -113,7 +114,7 @@ protected: // NOTE(kevin): We want to decouple the controller from having to have a reference to its pawn // We only want to send commands to the pawn based off of inputs // This is only temporary until we get something up and running - ASNGProtagonist* Protagonist; + ASNGCharacterBase* PossesedCharacter; float BaseTurnRate; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h deleted file mode 100644 index 1489642..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGEnemyBase.h" -#include "States/OLD/SNGState.h" -#include "SNGEnemyBaseState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGEnemyBaseState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGEnemyBase* Enemy; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h deleted file mode 100644 index 8dc2f7e..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGProtagonist.h" -#include "States/OLD/SNGState.h" -#include "SNGProtagonistState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGProtagonistState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGProtagonist* Protagonist; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h b/SwordNGun/Source/SwordNGun/Public/States/SNGState.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h rename to SwordNGun/Source/SwordNGun/Public/States/SNGState.h diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp index eb20db9..057461d 100644 --- a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -36,10 +36,33 @@ FText FSNGStateMachineEditor::GetToolkitName() const { const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + /* FFormatNamedArguments Args; Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); - Args.Add((TEXT("DirtyState")), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); + */ + return FText::FromString(StateMachineEdited->GetName()); +} + +FText FSNGStateMachineEditor::GetToolkitToolTipText() const +{ + return IStateMachineEditor::GetToolkitToolTipText(); +} + +FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor::Blue; +} + +FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const +{ + return FString("NOT IMPLEMENTED"); +} + +FString FSNGStateMachineEditor::GetDocumentationLink() const +{ + return IStateMachineEditor::GetDocumentationLink(); } void FSNGStateMachineEditor::SaveAsset_Execute() @@ -62,7 +85,7 @@ void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mod const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) { StateMachineEdited = StateMachine; - FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); + //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); } From 1627d083144bf5eb139b2707347a6add23e95308 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 23:13:12 -0400 Subject: [PATCH 5/7] Fix this file encoding bullshit hopefully once and for all and get a commit where the state machine asset can be opened without crashing the editor --- .../Protagonist/BP_NewProtag.uasset | 3 - .../Protagonist/BP_Protagonist.uasset | 3 + .../Core/GameModes/BP_TestGameMode.uasset | 4 +- .../Private/States/SNGStateMachineEditor.cpp | 182 +++++++++--------- .../Private/States/SNGStateMachineFactory.cpp | Bin 1366 -> 665 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 2658 -> 1294 bytes .../Public/States/SNGStateMachineEditor.h | 86 ++++----- .../Public/States/SNGStateMachineFactory.h | Bin 1154 -> 553 bytes .../States/SNGStateMachineTypeActions.h | Bin 1526 -> 1530 bytes 9 files changed, 139 insertions(+), 139 deletions(-) delete mode 100644 SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset deleted file mode 100644 index 996d2a0..0000000 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:2c94c2b19a500d64a8cd53a60e8035a54dd0d9c431c2fd9f381527c342cdf787 -size 181878 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset new file mode 100644 index 0000000..a3ff0b0 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:99d29dfd5a4e6243b43f5e9ce5135aaad50b7d4afcef18be4794cee2a7bbbba9 +size 173797 diff --git a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset index 7652b31..f327d43 100644 --- a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset +++ b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8271a597c08b1f383e260f699ac637e759a2edfb0802a06874c5ab1140fe154 -size 18459 +oid sha256:d55866ffecf2601a39117b8f6681b8eb864790ce041870ef2eefec5d4b16d453 +size 18463 diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp index 057461d..2e51ef5 100644 --- a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -1,91 +1,91 @@ -#include "States/SNGStateMachineEditor.h" - -#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" - -const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); - -void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) -{ - /* - WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); - TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); - FAssetEditorToolkit::RegisterTabSpawners(TabManager); - TabManager->RegisterTabSpawner(GraphCanvasTabId, ) - .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) - .SetGroup(WorkspaceMenuCategoryRef) - .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); - - TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) - .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) - .SetGroup(WorkspaceMenuCategoryRef) - .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ - */ -} - -void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) -{ - IStateMachineEditor::UnregisterTabSpawners(InTabManager); -} - -FText FSNGStateMachineEditor::GetBaseToolkitName() const -{ - return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); -} - -FText FSNGStateMachineEditor::GetToolkitName() const -{ - const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); - - /* - FFormatNamedArguments Args; - Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); - Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); - return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); - */ - return FText::FromString(StateMachineEdited->GetName()); -} - -FText FSNGStateMachineEditor::GetToolkitToolTipText() const -{ - return IStateMachineEditor::GetToolkitToolTipText(); -} - -FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const -{ - return FLinearColor::Blue; -} - -FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const -{ - return FString("NOT IMPLEMENTED"); -} - -FString FSNGStateMachineEditor::GetDocumentationLink() const -{ - return IStateMachineEditor::GetDocumentationLink(); -} - -void FSNGStateMachineEditor::SaveAsset_Execute() -{ - FAssetEditorToolkit::SaveAsset_Execute(); -} - -void FSNGStateMachineEditor::SaveAssetAs_Execute() -{ - IStateMachineEditor::SaveAssetAs_Execute(); -} - -void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) -{ - BringToolkitToFront(); - //JumpToObject -} - -void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, - const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) -{ - StateMachineEdited = StateMachine; - //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); -} - - +#include "States/SNGStateMachineEditor.h" + +#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" + +const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); + +void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) +{ + /* + WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); + TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); + FAssetEditorToolkit::RegisterTabSpawners(TabManager); + TabManager->RegisterTabSpawner(GraphCanvasTabId, ) + .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); + + TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) + .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ + */ +} + +void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) +{ + IStateMachineEditor::UnregisterTabSpawners(InTabManager); +} + +FText FSNGStateMachineEditor::GetBaseToolkitName() const +{ + return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); +} + +FText FSNGStateMachineEditor::GetToolkitName() const +{ + const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + + /* + FFormatNamedArguments Args; + Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); + Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); + */ + return FText::FromString(StateMachineEdited->GetName()); +} + +FText FSNGStateMachineEditor::GetToolkitToolTipText() const +{ + return IStateMachineEditor::GetToolkitToolTipText(); +} + +FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor::Blue; +} + +FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const +{ + return FString("NOT IMPLEMENTED"); +} + +FString FSNGStateMachineEditor::GetDocumentationLink() const +{ + return IStateMachineEditor::GetDocumentationLink(); +} + +void FSNGStateMachineEditor::SaveAsset_Execute() +{ + FAssetEditorToolkit::SaveAsset_Execute(); +} + +void FSNGStateMachineEditor::SaveAssetAs_Execute() +{ + IStateMachineEditor::SaveAssetAs_Execute(); +} + +void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) +{ + BringToolkitToFront(); + //JumpToObject +} + +void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, + const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) +{ + StateMachineEdited = StateMachine; + //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); +} + + diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp index ea6d91739424f0cd4f6a38eca9bc631c47192d7a..d3f5bf836797736e92420a9b50feff129d53327e 100644 GIT binary patch literal 665 zcmb7C+fKqj5PfF9VuA^2Nh8W*Q4`ZpLX1eP#7DEVBdpe4GM$Qe`5=G8FLT>sjes%k z!|r6}%$zeP+v&iV%pJxI(b7-?Eg0k)0<&0=n#~zL-l2QYJ%lrSR2s&HkXZ?_r*xd= z2|_bs$(VJb(V&dZWjt3JLm9K7)&9KsC$zwb$?ksN|E1u>MrRD+#k9~q)QXi%)iY8H zwoj_BxgtMMKq=Xpz6>air$>_Iq^4`>m^<3Yb72~#=C zpu9Z+|35WPU^L@XK@%b-QyJf{Gi|t*q+MZ+v!5X+4c4KG{AkmS6X#oQy~>y3O6n_I RhBsFvb!NYeGFqmkX`gL%+AshB literal 1366 zcmcIkZA-#X7(HJL`VYe(W=K{a?FAxSL}ZdlA7jpCD^uBKrqvJXPgdu7re3Gf5{hy4 z-shg@?VM-({3xOb3sr>Z;vPOc#5~t9;5kH-`wgxW^wHt}F|9oec@v<8JH@`!zKdDtm<0VTMuoC1+XNWR9%(=?Rl;Y0DxrHe;G9B!_5d zECtOvUx#3->|A*6kU2p)|YWalELFSZ0|v dd|G&A_Dkw=gDckJ5*cYH@=cR&X_g#Qm_kP54Gfn*>5-Hr1zMSsvY z25liOB-IP01scwa?=X_CR{g#Wn8#s%qJye`f_`K>(ly237S0IZe28`&KcF8#Lf%;R z$UL$%*Am=ilCRZ6WVMhBzd>V`8lbYZ5xjGKLX|0fv5}jzK-P706f}FTf8|OTbi}hT zi;ZbsWRCLHN@LTw6Ar%?auDL z7tw9@u4sMb*|eB9jh3;-bYgXPG*v45DeNa@Y!3>KdtoV{UvQ0CNf{J77*x1hm0}f$ z;t22S?_7_}w>T3iP5uE6@7^n&r6EdMVFLW9NG8ZM&Xgp(nK!4+JdXgSeEu>BC6I)9 zV(uTC**pj)X$)gyyT_=WUs47{xm&b!AsE$!&R7&rUDuZ)+tIoVWI3MiFC zU3>3!ZzP4S;VbNI)w|m|n9q^#n75>e@eivYA-5_mg|`-hswyp2X&RA+K9|HP1~&~F(mcBH= zSAq|#;TSw#aDJ;9hRQx;xOF3E;5N0(@1M(-^6kNbig6XpSF7CGf0Xy18slESEpu1M z^9Q1tHMt zSe?ro>ByygewfhPQrEf6{>;8lWJguy!Mcr!cmsQ~*8+<%yqw|v5T8iC>12A3=LBnY zpmLd9>x!MWA7DMj6+Nu7BDU{chcpU4FW{4N-73eq-wA|9_VE{`;N=GOycHt8K!&UlPv|ms^BFpY?I26HQr#`wUFJWV zyFKGPvG?@En;=6f_%;4vRkP#fe*WJPd%~W1`7_*}`DBsmcJ& InTabManager) override; - virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; - virtual FText GetBaseToolkitName() const override; - virtual FText GetToolkitName() const override; - virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } - virtual FText GetToolkitToolTipText() const override; - virtual FLinearColor GetWorldCentricTabColorScale() const override; - virtual FString GetWorldCentricTabPrefix() const override; - - /** FAssetEditorToolkit interface */ - virtual FString GetDocumentationLink() const override; - virtual bool CanSaveAsset() const override { return true; } - virtual bool CanSaveAssetAs() const override { return true; } - virtual void SaveAsset_Execute() override; - virtual void SaveAssetAs_Execute() override; - - /** IAssetEditorInstance interface */ - virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; - - void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); - -private: - /** State machien being edited */ - USNGStateMachine* StateMachineEdited; - - /** Graph Editor */ - TSharedPtr GraphEditorView; - - -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "IStateMachineEditor.h" +#include "States/SNGStateMachine.h" +#include "Toolkits/SimpleAssetEditor.h" + +class FSNGStateMachineEditor : public IStateMachineEditor +{ +public: + /** IToolkit Interface */ + virtual void RegisterTabSpawners(const TSharedRef& InTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; + virtual FText GetBaseToolkitName() const override; + virtual FText GetToolkitName() const override; + virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } + virtual FText GetToolkitToolTipText() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + virtual FString GetWorldCentricTabPrefix() const override; + + /** FAssetEditorToolkit interface */ + virtual FString GetDocumentationLink() const override; + virtual bool CanSaveAsset() const override { return true; } + virtual bool CanSaveAssetAs() const override { return true; } + virtual void SaveAsset_Execute() override; + virtual void SaveAssetAs_Execute() override; + + /** IAssetEditorInstance interface */ + virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; + + void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); + +private: + /** State machien being edited */ + USNGStateMachine* StateMachineEdited; + + /** Graph Editor */ + TSharedPtr GraphEditorView; + + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h index f52547015bd150bab53c1d49d944ab14d663544d..99ff57ac31410bdfae9af4d7fb5d66a3978a26d3 100644 GIT binary patch literal 553 zcmZ`#(N4lJ6n$R5;sz74EyO905Fc=CNR&aGi}A^n?q*a=OS%H0@q_#gzszpK2vHx} z-h1vj=ic5RfSFcL$PA=grE_S*Xe}XBtDWY>!ocSTbkDlyaE%)-VWu=1!wETAX<95P zD9O-fTr#oF5n7qlNJW&NE?Ng@Xk`;F`I3s`LQI)anqwI>(eAjMCZp6)gA>XYT;eyU zK#AJIbr%x&J^>%>2}l;+4ARuS;yH$vP}JTR?sQ)L(DMirv@9X}+ZTGUTF(V%knKB> zH{y(F~kz2x&+?;t=N_CzmN%8i<>|W62Gtg1@3}!!O9|S4JDI&6*0x znz|4B2|~M0g9&ckEUaetVJz#Q^FtlW8PzCF2jYY-(K4#1LmVe+++snC66*Uv7Ak4* drBcO+`JA%nJ>tVX)zSmCL9Oj3`{cb(z5u#Xx2ymF literal 1154 zcmb7@TTk0S6oltBNc;y2q>5CiY5NG`p$!Q|v=9*@#1nFY70ks&4wnMz58_X@e6ulO zqf`o&wf64Wb7tmT{P#~o4JGQR)K8r$(?HjpySn3C>V*9})|PHm@NHtf(mgl1hB^(t zPuM@}BkL2p9WZXWwRb0AWO!X;S=2&U%OI3WiNEBX;8VbwMfZ*#=mO3Y?1`4t!&0(O zv9_>&fP1MzoAtIzd;bVJ^1yR3C#DUyb9ZD;?1;L=w);8pUF}k(E(j^h+{QZ%3bGlb zAsz+Gb+C7wk?YjZdmir+zR6_Q2)iDA_^vOob+w{zaJWv*3TqhUu)+PF`jgJqRSyWR zZc2_LuzR4qU3;Q6Vy@^-AB>zFjWAs)>wXM8HEPlVy`_Eh9`N1NvA&{dQ%7hUtFeEK zxK_p5Ui(jdD=6|rji_sat~mQ`>^b(F+^zi~bingH->a_mDOH~F60Dnm5o?%8xr znqeZx-QI=wj_lpXmp(Yc`d%%oSY}b}(}C0TUBGXzHWf~pa{nv7e>tsIifhz8R@V-! z!_fWL{lEGAFPSIPuL)b5lV`RM>pk2K~)vnKhXJIYkAR delta 16 Ycmeyx{f&FWIp)cySOhjdVwPY607A(Is{jB1 From cb874f6307d0fce6e3bf65d3d958914dff95a0cb Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 3 Apr 2022 00:58:34 -0400 Subject: [PATCH 6/7] THIS WAS WHAT WAS CAUSING FILES TO NOT BE CREATED WITH UTF-8 ENCODING?? --- SwordNGun/Config/DefaultGame.ini | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SwordNGun/Config/DefaultGame.ini b/SwordNGun/Config/DefaultGame.ini index a7a17ce..341f5e9 100644 --- a/SwordNGun/Config/DefaultGame.ini +++ b/SwordNGun/Config/DefaultGame.ini @@ -6,6 +6,6 @@ ProjectName=Project Sword & Gun CompanyName=BoneSoft Homepage=kevinporetti.com SupportContact=kevinporetti@gmail.com -CopyrightNotice=Project Sword & Gun Copyright © 2021 Kevin Poretti +CopyrightNotice=Project Sword & Gun Copyright 2021 Kevin Poretti CompanyDistinguishedName=BoneSoft From 64c18d0c8cc3232f3e02bca38ea2e2609f966b7d Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 5 Apr 2022 22:41:51 -0400 Subject: [PATCH 7/7] Disable RiderLink because it keeps failing to build --- SwordNGun/SwordNGun.uproject | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index 5dd3f95..a20fe91 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -30,7 +30,7 @@ }, { "Name": "RiderLink", - "Enabled": true + "Enabled": false }, { "Name": "GothicPack",