Debug SM, expose StateData to blueprint, make state duration optional
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3938ac54b5
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8420f654e8
@ -45,7 +45,7 @@ void UFFState::Update(float OneFrame, const FFFStateContext& InStateContext)
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{
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OnUpdate(OneFrame, InStateContext);
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if(InStateContext.Parent->GetTicksInState() >= StateDuration)
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if(bStateHasDuration && InStateContext.Parent->GetTicksInState() >= StateDuration)
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{
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Finish(InStateContext);
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}
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@ -49,6 +49,14 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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FName Name;
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/**
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* True if this state has some duration where it should return to the entry state
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* if this state is not cancelled out of by other means.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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bool bStateHasDuration;
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// TODO: this should only be editable if bStateHasDuration is true
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/**
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* How long this state will be active before finishing if this state is not cancelled out of
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* by other means.
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@ -14,12 +14,15 @@
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/**
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*
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*/
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UCLASS()
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UCLASS(BlueprintType)
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class UNREALFIGHTINGFRAMEWORK_API UFFStateData : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TSubclassOf<UFFState> EntryState;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<TSubclassOf<UFFState>> States;
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TArray<TSubclassOf<UFFState>> OtherStates;
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};
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@ -5,18 +5,30 @@
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// FF includes
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#include "FFState.h"
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#if !UE_BUILD_SHIPPING
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static int32 StateMachineDebug = 0;
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FAutoConsoleVariableRef CVARStateMachineDebug(TEXT("ff.StateMachine.ShowDebug"),
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StateMachineDebug,
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TEXT("Print state machine information for character"),
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ECVF_Cheat);
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#endif
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UFFStateMachineComponent::UFFStateMachineComponent()
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{
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// Don't use Unreal's tick instead use a fixed tick
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PrimaryComponentTick.bCanEverTick = false;
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#if !UE_BUILD_SHIPPING
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PrimaryComponentTick.bCanEverTick = true;
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#else
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PrimaryComponentTick.bCanEverTick = false;
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#endif
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}
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void UFFStateMachineComponent::Initialize()
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void UFFStateMachineComponent::Initialize(TSubclassOf<UFFState> EntryState, const TArray<TSubclassOf<UFFState>>& InitialStates)
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{
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UFFState* EntryStateInstance = AddState(EntryState);
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for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
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for(const TSubclassOf<UFFState>& CurrState : InitialStates)
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{
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AddState(CurrState);
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}
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@ -134,7 +146,12 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
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{
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// CurrentState should never be null
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// TODO: Should probably assert or whatever UE's equivalent is
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check(CurrentState);
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//check(CurrentState);
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// TODO: yet another reason I want FULL CONTROL over when my game objects are created and initialized
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if(!CurrentState)
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{
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return;
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}
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// Should we switch states?
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UFFState* StateToTransitionTo = nullptr;
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@ -161,16 +178,6 @@ void UFFStateMachineComponent::FixedTick(float OneFrame)
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TicksInState++;
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CurrentState->Update(OneFrame, GetCurrentStateContext());
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}
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// Debug
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}
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void UFFStateMachineComponent::BeginPlay()
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{
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Super::BeginPlay();
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Initialize();
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}
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@ -185,7 +192,26 @@ UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
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}
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UE_LOG(LogTemp, Warning,
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TEXT("Could not find state in state machine with name %s on %s"), *StateName.ToString(), *Owner->GetName());
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TEXT("Could not find state in state machine with name %s"), *StateName.ToString());
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return nullptr;
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}
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}
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#if !UE_BUILD_SHIPPING
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void UFFStateMachineComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// Debug
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if(StateMachineDebug)
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{
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FString SMDebugString = "---State Machine Info---\n";
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SMDebugString.Append(FString::Printf(TEXT("Current State: %s\n"), *CurrentState->Name.ToString()));
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SMDebugString.Append(FString::Printf(TEXT("Current SubState Label: %s\n"), *CurrentSubStateLabel.ToString()));
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SMDebugString.Append(FString::Printf(TEXT("Ticks In State: %lld\n"), TicksInState));
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green, SMDebugString);
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}
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}
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#endif
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@ -29,7 +29,7 @@ public:
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/**
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* Creates and adds default states and enters the first state
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*/
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void Initialize();
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void Initialize(TSubclassOf<UFFState> EntryState, const TArray<TSubclassOf<UFFState>>& InitialStates);
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/**
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* Initializes pointers to what owns this state machine and what avatar this state represents.
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@ -116,20 +116,6 @@ protected:
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/** How many ticks have elapsed since the currently active state was entered */
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int64 TicksInState;
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/**
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* The state the state machine will enter when the game begins and the state that will be
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* transitioned into if a state finishes and no other states are eligible for transition.
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*/
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UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
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TSubclassOf<UFFState> EntryState;
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/**
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* States classes other than the entry state to create and add to this state machine when the
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* 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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/** Current active state for this state machine */
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UPROPERTY()
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UFFState* CurrentState;
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@ -146,7 +132,9 @@ protected:
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*/
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UFFState* FindStateWithName(FName StateName);
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#if !UE_BUILD_SHIPPING
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// UActorComponent interface
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virtual void BeginPlay() override;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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// End of UActorComponent interface
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#endif
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};
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