Start of state system rework
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@ -5,51 +5,60 @@
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// FF includes
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#include "FFStateMachineComponent.h"
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void UFFState::InitActorInfo(AActor* InOwner, AActor* InAvatar)
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void UFFStateBehavior::Enter(const FFFStateContext& InStateContext)
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{
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Owner = InOwner;
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Avatar = InAvatar;
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OnEnter(InStateContext);
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}
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void UFFState::Enter()
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void UFFStateBehavior::Exit(const FFFStateContext& InStateContext)
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{
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TicksInState = 0;
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OnEnter();
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OnExit(InStateContext);
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}
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void UFFState::Exit()
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void UFFStateBehavior::Update(float OneFrame, const FFFStateContext& InStateContext)
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{
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OnExit();
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OnUpdate(OneFrame, InStateContext);
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}
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void UFFState::Update(float OneFrame)
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{
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TicksInState++;
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OnUpdate(OneFrame);
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}
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void UFFState::OnEnter_Implementation()
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void UFFStateBehavior::OnLanded_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFState::OnExit_Implementation()
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void UFFStateBehavior::OnEnter_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFState::OnUpdate_Implementation(float OneFrame)
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void UFFStateBehavior::OnExit_Implementation(const FFFStateContext& InStateContext)
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{
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}
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UWorld* UFFState::GetWorld() const
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void UFFStateBehavior::OnUpdate_Implementation(float OneFrame, const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnHit_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnBlock_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnInputEvent_Implementation(const FFFStateContext& InStateContext)
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{
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}
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UWorld* UFFStateBehavior::GetWorld() const
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{
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UFFStateMachineComponent* SMC = Cast<UFFStateMachineComponent>(GetOuter());
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if(SMC)
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@ -7,25 +7,11 @@
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#include "FFState.generated.h"
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/**
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* A state is an object that provides rules and conditions for when a state can be transitioned into
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* and logic to run when the state is entered, exited, and active.
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
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USTRUCT(BlueprintType)
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struct FFFStateData
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{
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GENERATED_BODY()
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public:
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/**
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* Initializes pointers to what owns this state and what avatar this state represents.
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*
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* @param InOwner Actor that owns this state machine.
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* @param InAvatar Actor that this state machine represents.
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*/
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virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
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/** Name of this state */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
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FName Name;
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@ -38,21 +24,56 @@ public:
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UPROPERTY(EditAnywhere)
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uint8 StateType;
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/** How many ticks have elapsed since this state was entered */
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UPROPERTY(BlueprintReadOnly, Category="UFF|State")
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int32 TicksInState;
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};
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USTRUCT(BlueprintType)
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struct FFFStateContext
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{
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GENERATED_BODY()
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/** Actor that owns the avatar. Typically a player controller. */
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AActor* Owner;
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/**
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* Actor that represents the player's avatar or an object associated with the player's avatar.
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* This is typically a character or a weapon.
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*/
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AActor* Avatar;
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/**
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* Data associated with this state.
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* For example this can be new movement values or data about the hitboxes if this state represents an attack.
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*/
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FFFStateData StateData;
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};
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/**
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* A state is an object that provides rules and conditions for when a state can be transitioned into
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* and logic to run when the state is entered, exited, and active.
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API UFFStateBehavior : public UObject
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{
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GENERATED_BODY()
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public:
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/** Name of this state behavior */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
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FName Name;
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// TODO: since state's are now purely behavioral can we remove these function calls?
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// They are basically redundant with OnEnter, OnUpdate, OnExit, etc.
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/**
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* Called whenever this state is transitioned into.
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*
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* Resets TicksInState and calls appropriate Blueprint hooks
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*/
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void Enter();
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void Enter(const FFFStateContext& InStateContext);
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/**
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* Called whenever this state is transitioned out of into a new state.
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*/
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void Exit();
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void Exit(const FFFStateContext& InStateContext);
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/**
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* Called whenever this state is active and the game logic ticks.
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@ -61,19 +82,19 @@ public:
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*
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* @param OneFrame the time that elapses during one fixed tick
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*/
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void Update(float OneFrame);
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void Update(float OneFrame, const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is transitioned into
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnEnter();
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void OnEnter(const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is transitioned out of into a new state
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnExit();
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void OnExit(const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is active and the game logic ticks
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@ -81,25 +102,21 @@ public:
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* @param OneFrame the time that elapses during one fixed tick
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnUpdate(float OneFrame);
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void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnLanded(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnHit(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnBlock(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnInputEvent(const FFFStateContext& InStateContext);
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// UObject interface
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virtual UWorld* GetWorld() const override;
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// End of UObject interface
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protected:
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/**
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* Actor that owns this state.
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* This will typically be a player controller that possesses the avatar.
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*/
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UPROPERTY(BlueprintReadOnly)
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AActor* Owner;
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/**
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* The avatar is an actor that this state represents.
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* This will typically be a pawn or character.
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*/
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UPROPERTY(BlueprintReadOnly)
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AActor* Avatar;
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};
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@ -0,0 +1,6 @@
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// Unreal Fighting Framework by Kevin Poretti
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#include "State/FFStateContextInterface.h"
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// Add default functionality here for any IFFStateContextInterface functions that are not pure virtual.
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@ -0,0 +1,31 @@
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// Unreal Fighting Framework by Kevin Poretti
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "FFStateContextInterface.generated.h"
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UINTERFACE(MinimalAPI)
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class UFFStateContextInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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*/
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class UNREALFIGHTINGFRAMEWORK_API IFFStateContextInterface
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{
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GENERATED_BODY()
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public:
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virtual bool CheckStateEnabled(uint8 StateType) = 0;
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virtual bool CheckStance(uint8 Stance) = 0;
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virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) = 0;
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};
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@ -14,13 +14,13 @@ UFFStateMachineComponent::UFFStateMachineComponent()
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void UFFStateMachineComponent::Initialize()
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{
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for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
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for(const TSubclassOf<UFFStateBehavior>& CurrState : DefaultStates)
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{
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UFFState* TempState = AddState(CurrState);
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UFFStateBehavior* TempState = AddState(CurrState);
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if(!CurrentState) // first state to be created is the entry into this state machine
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{
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CurrentState = TempState;
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CurrentState->Enter();
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CurrentState->Enter(GetCurrentStateContext());
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}
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}
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}
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@ -33,13 +33,12 @@ void UFFStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar)
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}
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UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToAdd)
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UFFStateBehavior* UFFStateMachineComponent::AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd)
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{
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UFFState* TempState = NewObject<UFFState>(this, StateClassToAdd);
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UFFStateBehavior* TempState = NewObject<UFFStateBehavior>(this, StateClassToAdd);
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if(TempState)
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{
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States.Add(TempState);
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TempState->InitActorInfo(Owner, Avatar);
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return TempState;
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}
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@ -47,9 +46,9 @@ UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToA
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}
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void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd)
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void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd)
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{
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for(const TSubclassOf<UFFState>& CurrState : StateClassesToAdd)
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for(const TSubclassOf<UFFStateBehavior>& CurrState : StateClassesToAdd)
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{
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AddState(CurrState);
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}
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@ -61,13 +60,15 @@ void UFFStateMachineComponent::RemoveState(FName StateToRemove)
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UE_LOG(LogTemp, Error, TEXT("UFFStateMachineComponent::RemoveState is not yet implemented"));
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}
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void UFFStateMachineComponent::SwitchStates(UFFState* NewState)
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void UFFStateMachineComponent::SwitchStates(UFFStateBehavior* NewState)
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{
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check(NewState);
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CurrentState->Exit();
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CurrentState->Exit(GetCurrentStateContext());
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CurrentState = NewState;
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CurrentState->Enter();
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CurrentState->Enter(GetCurrentStateContext());
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TicksInState = 0;
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}
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@ -77,11 +78,20 @@ FName UFFStateMachineComponent::GetCurrentStateName() const
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}
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UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
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FFFStateContext UFFStateMachineComponent::GetCurrentStateContext() const
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{
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for (UFFState* CurrState : States)
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FFFStateContext CurrStateContext;
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CurrStateContext.Owner = Owner;
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CurrStateContext.Avatar = Avatar;
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return CurrStateContext;
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}
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UFFStateBehavior* UFFStateMachineComponent::FindStateWithName(FName StateName)
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{
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for (UFFStateBehavior* CurrState : States)
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{
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if(CurrState ->Name == StateName)
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if(CurrState->Name == StateName)
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{
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return CurrState;
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}
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@ -106,7 +116,7 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
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{
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// Should we switch states?
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for(UFFState* CurrState : States)
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for(UFFStateBehavior* CurrState : States)
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{
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// Check if the state is enabled
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@ -128,7 +138,8 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
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check(CurrentState);
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// Tick current state
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CurrentState->Update(OneFrame);
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TicksInState++;
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CurrentState->Update(OneFrame, GetCurrentStateContext());
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// Debug
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}
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*
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* @return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
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*/
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UFFState* AddState(TSubclassOf<UFFState> StateClassToAdd);
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UFFStateBehavior* AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd);
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/**
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* Creates an instance of the state classes and adds newly created states to this state machine.
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*
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* @param StateClassesToAdd Array of state class types to be added to this state machine
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*/
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void AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd);
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void AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd);
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/**
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* Destroys the state with corresponding name and removes it from this state machine.
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*
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* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
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*/
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void SwitchStates(UFFState* NewState);
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void SwitchStates(UFFStateBehavior* NewState);
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/**
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* Returns the name of the current state
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UFUNCTION(BlueprintPure)
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FName GetCurrentStateName() const;
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/**
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*
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*/
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FFFStateContext GetCurrentStateContext() const;
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// IFFSystemInterface interface
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virtual void FixedTick(float OneFrame) override;
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// End of IFFSystemInterface interface
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@ -93,24 +98,28 @@ protected:
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UPROPERTY(BlueprintReadOnly)
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AActor* Avatar;
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/** How many ticks have elapsed since the currently active state was entered */
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UPROPERTY(BlueprintReadOnly, Category="UFF|State")
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int32 TicksInState;
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/**
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* States classes to create and add to this state machine when the game starts
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*/
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UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
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TArray<TSubclassOf<UFFState>> DefaultStates;
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TArray<TSubclassOf<UFFStateBehavior>> DefaultStates;
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/** Current active state for this state machine */
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UPROPERTY(BlueprintReadOnly)
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UFFState* CurrentState;
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UFFStateBehavior* CurrentState;
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// States that have been added
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UPROPERTY(BlueprintReadOnly)
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TArray<UFFState*> States;
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TArray<UFFStateBehavior*> States;
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/**
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* Returns the state with corresponding name
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*/
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UFFState* FindStateWithName(FName StateName);
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UFFStateBehavior* FindStateWithName(FName StateName);
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// UActorComponent interface
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virtual void BeginPlay() override;
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