Debug SM, expose StateData to blueprint, make state duration optional
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				@ -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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	TArray<TSubclassOf<UFFState>> States;
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	TSubclassOf<UFFState> EntryState;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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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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#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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#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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