Good ol' documentation
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@ -54,10 +54,15 @@ public:
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UFUNCTION(BlueprintPure)
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bool HasMoveInput();
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// TODO: document
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/**
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* @brief Zeroes out the raw movement axes after input has been processed
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*/
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void ConsumeMoveInput();
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// TODO: document
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/**
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* @brief Adds the current state of the player input to the input buffer for processing and
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* interpretation after input has been cleaned
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*/
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void AddCurrentInputToBuffer();
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// IFFStateOwnerInterface
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@ -35,6 +35,11 @@ struct FFFStateContext
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DECLARE_DYNAMIC_DELEGATE_OneParam(FFFInputEventDelegate, const FFFStateContext&, InStateContext);
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/*
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* TODO: check if this is even used anymore and if not delete? I recall using this in a few
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* states/actions but it was a pain to use and I switched to checking an input sequence directly in
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* a state's update function
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*/
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USTRUCT(BlueprintType)
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struct FFFInputEventHandler
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{
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@ -52,10 +57,15 @@ struct FFFInputEventHandler
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UENUM(BlueprintType)
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enum class EFFStateFinishReason : uint8
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{
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// TODO: document
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/** State ended due to another state's entry condition being satisfied */
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SFT_Interrupted UMETA(DisplayName="Interrupted"),
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/** State ended because the number of ticks in this state exceeded state's duration property */
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SFT_DurationMetOrExceeded UMETA(DisplayName="Duration Reached"),
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/** State ended because the owner is no longer in the movement mode required by the state */
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SFT_NotInReqMovementMode UMETA(DisplayName="Not In Required Movement Mode"),
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SFT_MAX UMETA(Hidden)
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};
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@ -187,7 +197,7 @@ public:
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*
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* Calls appropriate Blueprint hooks.
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*
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* TODO: document StateFinishReason
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* @param StateFinishReason the reason the state is ending i.e. the state's duration elapse
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*/
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virtual void Exit(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
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@ -200,10 +210,25 @@ public:
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*/
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virtual void Update(float OneFrame, const FFFStateContext& InStateContext);
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// TODO: document
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/**
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* Called whenever state owners lands on a walkable surface after they were previously falling.
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*
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* Calls appropriate Blueprint hooks.
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*
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* @param Hit Hit result for the surface that was landed on
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*/
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virtual void Landed(const FHitResult& Hit, const FFFStateContext& InStateContext);
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// TODO: document
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/**
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* @brief Called whenever the state's owner current movement mode changes
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*
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* Calls appropriate Blueprint hooks.
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*
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* @param PrevMovementMode previous movement mode.
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* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
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* @param NewMovementMode new movement mode
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* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
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*/
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virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
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EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
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@ -236,7 +261,7 @@ public:
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UFUNCTION(BlueprintCallable)
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virtual void Finish(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
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// TODO: document
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/** @brief Blueprint hook for when the state is first created. */
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnInit(const FFFStateContext& InStateContext);
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@ -290,11 +315,23 @@ public:
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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void OnPlayMontage(const FFFStateContext& InStateContext);
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// TODO: document
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/**
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* @brief Blueprint hook for whenever state owners lands on a walkable surface after they were
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* previously falling.
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*
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* @param Hit Hit result for the surface that was landed on
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*/
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnLanded(const FHitResult& Hit, const FFFStateContext& InStateContext);
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// TODO: document
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/**
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* @brief Blueprint hook whenever the state's owner current movement mode changes
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*
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* @param PrevMovementMode previous movement mode.
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* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
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* @param NewMovementMode new movement mode
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* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
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*/
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
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EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
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@ -304,6 +341,7 @@ public:
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnAttackHit(const FHitResult& Hit, const FFFStateContext& InStateContext);
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// TODO: document
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnHitTaken(/*const FHitParams,*/ const FFFStateContext& InStateContext);
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@ -73,7 +73,8 @@ public:
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*
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* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
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*
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* TODO: document StateFinishReason
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* @param StateFinishReason the reason the current state is ending i.e. the current state's
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* duration elapsed
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*/
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UFUNCTION(BlueprintCallable)
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void GoToState(FName NewStateName, EFFStateFinishReason StateFinishReason);
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@ -83,14 +84,16 @@ public:
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*
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* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
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*
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* TODO: document StateFinishReason
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* @param StateFinishReason the reason the current state is ending i.e. the current state's
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* duration elapsed
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*/
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void GoToState(UFFState* NewState, EFFStateFinishReason StateFinishReason);
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/**
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* Transitions from CurrentState to the default entry state
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*
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* TODO: document StateFinishReason
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* @param StateFinishReason the reason the current state is ending i.e. the current state's
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* duration elapsed
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*/
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void GoToEntryState(EFFStateFinishReason StateFinishReason);
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@ -137,10 +140,23 @@ public:
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FFFStateContext GetCurrentStateContext();
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// Events
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// TODO: document
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/**
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* Called whenever state machine's owner lands on a walkable surface after they were previously falling.
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*
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* @param Hit Hit result for the surface that was landed on
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*/
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virtual void Landed(const FHitResult& Hit);
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// TODO: document
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/**
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* @brief Called whenever the state machine's owner current movement mode changes
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*
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* Calls appropriate Blueprint hooks.
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*
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* @param PrevMovementMode previous movement mode.
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* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
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* @param NewMovementMode new movement mode
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* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
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*/
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virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
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EMovementMode NewMovementMode, uint8 NewCustomMode);
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