UnrealFightingFramework/Source/UnrealFightingEngine/State/FEState.cpp

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// Unreal Fighting Engine by Kevin Poretti
#include "FEState.h"
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// FE includes
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#include "FEStateMachineComponent.h"
void UFEState::InitActorInfo(AActor* InOwner, AActor* InAvatar)
{
Owner = InOwner;
Avatar = InAvatar;
}
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void UFEState::Enter()
{
TicksInState = 0;
OnEnter();
}
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void UFEState::Exit()
{
OnExit();
}
void UFEState::Update(float OneFrame)
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{
TicksInState++;
OnUpdate(OneFrame);
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}
void UFEState::OnEnter_Implementation()
{
}
void UFEState::OnExit_Implementation()
{
}
void UFEState::OnUpdate_Implementation(float OneFrame)
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{
}
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UWorld* UFEState::GetWorld() const
{
UFEStateMachineComponent* SMC = Cast<UFEStateMachineComponent>(GetOuter());
if(SMC)
{
return SMC->GetWorld();
}
return nullptr;
}