Automatically go to a followup state when curr state ends
This commit is contained in:
		
							parent
							
								
									ea8e26e77d
								
							
						
					
					
						commit
						50a3bd8a4b
					
				@ -163,9 +163,17 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
 | 
				
			|||||||
    // the appropriate flags are set. I think having this state finish reason is good but I may want
 | 
					    // the appropriate flags are set. I think having this state finish reason is good but I may want
 | 
				
			||||||
    // to rethink the way we handle logic for ending a state and which class is in charge of handling
 | 
					    // to rethink the way we handle logic for ending a state and which class is in charge of handling
 | 
				
			||||||
    // what
 | 
					    // what
 | 
				
			||||||
 | 
					    if(FollowupState != NAME_None)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        InStateContext.Parent->GoToState(FollowupState, StateFinishReason);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    else
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
        InStateContext.Parent->GoToEntryState(StateFinishReason);
 | 
					        InStateContext.Parent->GoToEntryState(StateFinishReason);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFFState::RegisterInputHandler(const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate)
 | 
					void UFFState::RegisterInputHandler(const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
 | 
				
			|||||||
@ -126,6 +126,13 @@ public:
 | 
				
			|||||||
    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
 | 
					    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
 | 
				
			||||||
	bool bCanTransitionToSelf = false;
 | 
						bool bCanTransitionToSelf = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						/**
 | 
				
			||||||
 | 
						 *	State to transition to when this state is finished. If left blank then the entry state
 | 
				
			||||||
 | 
						 *	of the state machine will be transitioned into.
 | 
				
			||||||
 | 
						 */
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
 | 
				
			||||||
 | 
						FName FollowupState = NAME_None;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
	 *	Animation to begin playing when this state is entered
 | 
						 *	Animation to begin playing when this state is entered
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user