Change state property types so they can be edited as enums

This commit is contained in:
Kevin Poretti 2023-07-21 23:25:45 -04:00
parent afc34be554
commit c652716895
2 changed files with 7 additions and 7 deletions

View File

@ -38,7 +38,7 @@ struct FFFStateContext
* A state is an object that provides rules and conditions for when a state can be transitioned into
* and logic to run when the state is entered, exited, and active.
*/
UCLASS()
UCLASS(Blueprintable)
class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
{
GENERATED_BODY()
@ -62,18 +62,18 @@ public:
* crouching, standing, or airborne for this state to be eligible for transitioning.
*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
uint8 StanceRequired;
int32 StanceRequired;
/**
* What is this state's category.
* Used for determining what types of state can prematurely cancel this one.
*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
uint8 StateType;
int32 StateType;
/** Conditions that need to be met in order for this state to be transitioned into */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
TArray<uint8> EntryConditions;
TArray<int32> EntryConditions;
/**
* Input sequences that needs to be present in the controlling player's input buffer for this

View File

@ -21,9 +21,9 @@ class UNREALFIGHTINGFRAMEWORK_API IFFStateAvatarInterface
GENERATED_BODY()
public:
virtual bool CheckStance(uint8 Stance) = 0;
virtual bool CheckStance(int32 Stance) = 0;
virtual bool CheckStateEnabled(uint8 StateType) = 0;
virtual bool CheckStateEnabled(int32 StateType) = 0;
virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
virtual bool CheckStateEntryConditions(const TArray<int32>& EntryConditions) = 0;
};