IsFollowupState flag and replace FollowupState with GetFollowupState
This commit is contained in:
parent
50a3bd8a4b
commit
b8ffa48b47
@ -57,7 +57,7 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
|
||||
return false;
|
||||
}
|
||||
|
||||
return OnCanTransition(InStateContext);
|
||||
return OnCanTransition(InStateContext) && !bIsFollowupState;
|
||||
}
|
||||
|
||||
|
||||
@ -163,26 +163,24 @@ 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
|
||||
// to rethink the way we handle logic for ending a state and which class is in charge of handling
|
||||
// what
|
||||
if(FollowupState != NAME_None)
|
||||
|
||||
if(GetFollowupState() != NAME_None)
|
||||
{
|
||||
InStateContext.Parent->GoToState(FollowupState, StateFinishReason);
|
||||
InStateContext.Parent->GoToState(GetFollowupState(), StateFinishReason);
|
||||
}
|
||||
else
|
||||
{
|
||||
InStateContext.Parent->GoToEntryState(StateFinishReason);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void UFFState::RegisterInputHandler(const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate)
|
||||
FName UFFState::GetFollowupState_Implementation()
|
||||
{
|
||||
FFFInputEventHandler TempHandler;
|
||||
TempHandler.RequiredSequence = InRequiredSequence;
|
||||
TempHandler.Delegate = InDelegate;
|
||||
InputHandlers.Add(TempHandler);
|
||||
return FollowupState;
|
||||
}
|
||||
|
||||
|
||||
void UFFState::PlayMontage(const FFFStateContext& InStateContext)
|
||||
{
|
||||
// TODO: think of a better way to handle optionally playing montages other than the one set as MontageToPlay
|
||||
|
@ -126,6 +126,17 @@ public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
bool bCanTransitionToSelf = false;
|
||||
|
||||
/**
|
||||
* Specifies whether a state is a followup state or not.
|
||||
*
|
||||
* Followup states are states that should only be transitioned into from another specific state
|
||||
* but otherwise have no other specific conditions that need to be met to transition.
|
||||
* Setting this flag to true when there are no other conditions prevents this state from
|
||||
* constantly being transitioned into by the state machine.
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
bool bIsFollowupState = 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.
|
||||
@ -197,10 +208,12 @@ public:
|
||||
EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
// TODO: call this callback when the avatar is hit
|
||||
// TODO: pass in hitdata struct as well
|
||||
virtual void Hit(const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
// TODO: call this callback when the avatar blocks a hit
|
||||
// TODO: pass in hitdata struct as well
|
||||
virtual void Block(const FFFStateContext& InStateContext);
|
||||
|
||||
@ -220,11 +233,6 @@ public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
virtual void Finish(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
|
||||
|
||||
// TODO: document
|
||||
UFUNCTION(BlueprintCallable)
|
||||
virtual void RegisterInputHandler(
|
||||
const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate);
|
||||
|
||||
// TODO: document
|
||||
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
|
||||
void OnInit(const FFFStateContext& InStateContext);
|
||||
@ -255,9 +263,23 @@ public:
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
|
||||
|
||||
/**
|
||||
* Returns the next state to transition into when this state finishes.
|
||||
*
|
||||
* This is called during the Finish function, either when the state duration is reached or the
|
||||
* state is manually finished due to some other logic.
|
||||
*
|
||||
* By default this returns the name of the state specified by the FollowupState property or
|
||||
* NAME_None if the FollowupState is not specified.
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
|
||||
FName GetFollowupState();
|
||||
|
||||
// TODO: Don't like this at all and needs to be refactored or redesigned
|
||||
UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")
|
||||
void PlayMontage(const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: Don't like this at all and needs to be refactored or redesigned
|
||||
/**
|
||||
* Blueprint hook for overriding the logic for when a anim montage plays at the start of a state
|
||||
* @param InStateContext
|
||||
|
@ -224,7 +224,7 @@ UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning,
|
||||
UE_LOG(LogTemp, Error,
|
||||
TEXT("Could not find state in state machine with name %s"), *StateName.ToString());
|
||||
|
||||
return nullptr;
|
||||
|
@ -184,7 +184,7 @@ protected:
|
||||
UPROPERTY()
|
||||
UFFState* CurrentState;
|
||||
|
||||
/** Current SubState label or NAME_None if there is no SubState label set for the current state*/
|
||||
/** Current SubState label or NAME_None if there is no SubState label set for the current state */
|
||||
FName CurrentSubStateLabel;
|
||||
|
||||
// TODO: should be a TMap
|
||||
|
Loading…
Reference in New Issue
Block a user