Don't finish state if move mode changes but no move mode is required
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@ -52,8 +52,10 @@ public:
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// End of IFFSystemInterface
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// IFFStateOwnerInterface
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UFUNCTION()
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
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UFUNCTION()
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
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virtual void DisableMostRecentInput() override;
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@ -142,7 +142,12 @@ void UFFState::MovementModeChanged(EMovementMode PrevMovementMode, uint8 Previou
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OnMovementModeChanged(PrevMovementMode, PreviousCustomMode,
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NewMovementMode, NewCustomMode, InStateContext);
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if(NewMovementMode != ReqMovementMode || ((ReqMovementMode == MOVE_Custom) && NewCustomMode != RequiredCustomMode))
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// TODO: Movement mode MOVE_None means movement is disabled but in this context it means no movement
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// mode is specifically required to stay in this state i.e. changing from falling to walking
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// will not exit out of this state. I think I want to use my own movement mode enum just so I
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// can explicitly document this is what is meant by none
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if((ReqMovementMode != EMovementMode::MOVE_None && NewMovementMode != ReqMovementMode) ||
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((ReqMovementMode == MOVE_Custom) && NewCustomMode != RequiredCustomMode))
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{
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Finish(InStateContext);
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}
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@ -7,7 +7,7 @@
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#include "IFFStateOwnerInterface.generated.h"
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UINTERFACE(MinimalAPI)
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UINTERFACE(MinimalAPI, NotBlueprintable)
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class UFFStateOwnerInterface : public UInterface
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{
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GENERATED_BODY()
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@ -21,8 +21,10 @@ class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) = 0;
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) = 0;
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virtual void DisableMostRecentInput() = 0;
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