Pass state context to GetFollowupState

This commit is contained in:
Kevin Poretti 2024-02-04 19:08:47 -05:00
parent b8ffa48b47
commit b66a93d108
2 changed files with 4 additions and 4 deletions

View File

@ -164,9 +164,9 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
// to rethink the way we handle logic for ending a state and which class is in charge of handling
// what
if(GetFollowupState() != NAME_None)
if(GetFollowupState(InStateContext) != NAME_None)
{
InStateContext.Parent->GoToState(GetFollowupState(), StateFinishReason);
InStateContext.Parent->GoToState(GetFollowupState(InStateContext), StateFinishReason);
}
else
{
@ -175,7 +175,7 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
}
FName UFFState::GetFollowupState_Implementation()
FName UFFState::GetFollowupState_Implementation(const FFFStateContext& InStateContext)
{
return FollowupState;
}

View File

@ -273,7 +273,7 @@ public:
* NAME_None if the FollowupState is not specified.
*/
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
FName GetFollowupState();
FName GetFollowupState(const FFFStateContext& InStateContext);
// TODO: Don't like this at all and needs to be refactored or redesigned
UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")