Implement rest of state class and do transition logic in state machine
This commit is contained in:
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d7245957df
@ -1,4 +0,0 @@
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// Unreal Fighting Framework by Kevin Poretti
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#include "IFFSystemInterface.h"
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@ -33,6 +33,19 @@ void AFFPlayerController::FixedTick(float OneFrame)
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}
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bool AFFPlayerController::CheckInputSequences(const TArray<FFFInputSequence>& InputSequences)
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{
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for(const FFFInputSequence& ThisInputSequence : InputSequences)
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{
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if(InputBuffer->CheckInputSequence(ThisInputSequence))
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{
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return true;
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}
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}
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return false;
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}
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void AFFPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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@ -6,6 +6,7 @@
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#include "FFInputBufferComponent.h"
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#include "IFFSystemInterface.h"
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#include "Utils/TCircleBuffer.h"
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#include "State/IFFStateOwnerInterface.h"
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// UE includes
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#include "CoreMinimal.h"
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@ -19,7 +20,7 @@
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* unacknowledged inputs to a remote client or server for processing.
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFSystemInterface
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class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFSystemInterface, public IFFStateOwnerInterface
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{
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GENERATED_BODY()
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@ -50,6 +51,10 @@ public:
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virtual void FixedTick(float OneFrame) override;
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// End of IFFSystemInterface
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// IFFStateOwnerInterface
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
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// End of IFFStateOwnerInterface
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// APlayerController interface
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virtual void SetupInputComponent() override;
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// End of APlayerController interface
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@ -4,61 +4,97 @@
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// FF includes
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#include "FFStateMachineComponent.h"
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#include "IFFStateAvatarInterface.h"
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#include "IFFStateOwnerInterface.h"
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// UE includes
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#include "Components/SkeletalMeshComponent.h"
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void UFFStateBehavior::Enter(const FFFStateContext& InStateContext)
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void UFFState::Enter(const FFFStateContext& InStateContext)
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{
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if(InStateContext.Avatar)
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{
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USkeletalMeshComponent* SMC = InStateContext.Avatar->GetComponentByClass<USkeletalMeshComponent>();
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if(SMC && MontageToPlay)
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{
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SMC->GetAnimInstance()->Montage_Play(MontageToPlay);
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}
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}
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OnEnter(InStateContext);
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}
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void UFFStateBehavior::Exit(const FFFStateContext& InStateContext)
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void UFFState::Exit(const FFFStateContext& InStateContext)
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{
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if(InStateContext.Avatar)
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{
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USkeletalMeshComponent* SMC = InStateContext.Avatar->GetComponentByClass<USkeletalMeshComponent>();
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if(SMC && MontageToPlay)
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{
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FAlphaBlendArgs BlendOutArgs = MontageToPlay->GetBlendOutArgs();
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SMC->GetAnimInstance()->Montage_Stop(BlendOutArgs.BlendTime, MontageToPlay);
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}
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}
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OnExit(InStateContext);
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}
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void UFFStateBehavior::Update(float OneFrame, const FFFStateContext& InStateContext)
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void UFFState::Update(float OneFrame, const FFFStateContext& InStateContext)
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{
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OnUpdate(OneFrame, InStateContext);
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}
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void UFFStateBehavior::OnLanded_Implementation(const FFFStateContext& InStateContext)
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bool UFFState::CanTransition_Implementation(const FFFStateContext& InStateContext)
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{
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/**
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* Check to see if avatar implements StateAvatarInterface
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* if so then
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* Check if the avatar is in the correct stance to perform this action
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* Check if the state is enabled
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* Check that all state entry conditions are met if there are any
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*
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* Check to see if the owner implements the StateOwnerInterface
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* Check input conditions if there are any
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*
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* If all state entry conditions are good and at least one input condition is good then we can transition
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* so return true otherwise return false
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*/
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IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
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if(SAI)
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{
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if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType) && SAI->CheckStateEntryConditions(EntryConditions)))
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{
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return false;
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}
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}
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IFFStateOwnerInterface* SOI = Cast<IFFStateOwnerInterface>(InStateContext.Owner);
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if(SOI)
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{
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if(!SOI->CheckInputSequences(InputSequences))
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{
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return false;
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}
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}
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return true;
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}
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void UFFStateBehavior::OnEnter_Implementation(const FFFStateContext& InStateContext)
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void UFFState::GotoSubState(FName InSubStateLabel)
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{
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UFFStateMachineComponent* SMC = Cast<UFFStateMachineComponent>(GetOuter());
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if(SMC)
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{
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SMC->SetSubStateLabel(InSubStateLabel);
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}
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}
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void UFFStateBehavior::OnExit_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnUpdate_Implementation(float OneFrame, const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnHit_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnBlock_Implementation(const FFFStateContext& InStateContext)
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{
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}
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void UFFStateBehavior::OnInputEvent_Implementation(const FFFStateContext& InStateContext)
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{
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}
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UWorld* UFFStateBehavior::GetWorld() const
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UWorld* UFFState::GetWorld() const
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{
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UFFStateMachineComponent* SMC = Cast<UFFStateMachineComponent>(GetOuter());
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if(SMC)
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@ -2,29 +2,14 @@
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#pragma once
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// FF includes
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#include "Input/FFInputBufferComponent.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "FFState.generated.h"
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USTRUCT(BlueprintType)
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struct FFFStateData
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{
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GENERATED_BODY()
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/** Name of this state */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
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FName Name;
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/** Conditions that need to be met in order for this state to be transitioned into */
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UPROPERTY(EditAnywhere)
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TArray<uint8> EntryConditions;
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/** What is this state's category. Used for determining what types of state can prematurely cancel this one. */
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UPROPERTY(EditAnywhere)
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uint8 StateType;
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};
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USTRUCT(BlueprintType)
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struct FFFStateContext
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@ -40,11 +25,13 @@ struct FFFStateContext
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*/
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AActor* Avatar;
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/**
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* Data associated with this state.
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* For example this can be new movement values or data about the hitboxes if this state represents an attack.
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*/
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FFFStateData StateData;
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/**
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* Parent state machine that controls this state
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*/
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const class UFFStateMachineComponent* Parent;
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/** The number of ticks that have elapsed since this state was entered into */
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int64 TicksInState;
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};
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/**
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@ -52,68 +39,132 @@ struct FFFStateContext
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* and logic to run when the state is entered, exited, and active.
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API UFFStateBehavior : public UObject
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class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
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{
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GENERATED_BODY()
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public:
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// State parameters (should be read-only)
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/** Name of this state behavior */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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FName Name;
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// TODO: since state's are now purely behavioral can we remove these function calls?
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// They are basically redundant with OnEnter, OnUpdate, OnExit, etc.
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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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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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int64 StateDuration;
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/**
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* What stance the object this state represents must be in.
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* For example this is usually an enumerated value that signifies if a character needs to be
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* crouching, standing, or airborne for this state to be eligible for transitioning.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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uint8 StanceRequired;
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/**
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* What is this state's category.
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* Used for determining what types of state can prematurely cancel this one.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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uint8 StateType;
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/** Conditions that need to be met in order for this state to be transitioned into */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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TArray<uint8> EntryConditions;
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/**
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* Input sequences that needs to be present in the controlling player's input buffer for this
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* state to be eligible for transitioning.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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TArray<FFFInputSequence> InputSequences;
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/**
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* If true the state can transition from itself into itself without having to go through
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* another state like Idle
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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bool bCanTransitionToSelf = false;
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/**
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* Animation to begin playing when this state is entered
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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UAnimMontage* MontageToPlay;
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/**
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* Returns true if Avatar's is in the correct stance AND
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* the state type is enabled (or the state can be hit or whiff cancelled from the current state) AND
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* all state entry conditions were met AND
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* at least one input sequence is present in the Owner's input buffer
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State")
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bool CanTransition(const FFFStateContext& InStateContext);
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/**
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* Sets the current SubState label on the state machine that controls this
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*/
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UFUNCTION(BlueprintCallable, Category="UFF|State")
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void GotoSubState(FName InSubStateLabel);
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/**
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* Called whenever this state is transitioned into.
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*
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* Resets TicksInState and calls appropriate Blueprint hooks
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* Calls appropriate Blueprint hooks.
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*/
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void Enter(const FFFStateContext& InStateContext);
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virtual void Enter(const FFFStateContext& InStateContext);
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/**
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/**
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* Called whenever this state is transitioned out of into a new state.
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*
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* Calls appropriate Blueprint hooks.
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*/
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void Exit(const FFFStateContext& InStateContext);
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virtual void Exit(const FFFStateContext& InStateContext);
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/**
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/**
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* Called whenever this state is active and the game logic ticks.
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*
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* Increments TicksInState and calls appropriate Blueprint hooks.
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* Calls appropriate Blueprint hooks.
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*
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* @param OneFrame the time that elapses during one fixed tick
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*/
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void Update(float OneFrame, const FFFStateContext& InStateContext);
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virtual void Update(float OneFrame, const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is transitioned into
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* Blueprint hook for whenever this state is transitioned into
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnEnter(const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is transitioned out of into a new state
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* Blueprint hook for whenever this state is transitioned out of into a new state
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnExit(const FFFStateContext& InStateContext);
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/**
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* Blueprint hook that is called whenever this state is active and the game logic ticks
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* Blueprint hook for whenever this state is active and the game logic ticks.
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*
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* @param OneFrame the time that elapses during one fixed tick
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnLanded(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnHit(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnBlock(const FFFStateContext& InStateContext);
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
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void OnInputEvent(const FFFStateContext& InStateContext);
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// UObject interface
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// Unreal Fighting Framework by Kevin Poretti
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#include "State/FFStateContextInterface.h"
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// Add default functionality here for any IFFStateContextInterface functions that are not pure virtual.
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25
Source/UnrealFightingFramework/State/FFStateData.h
Normal file
25
Source/UnrealFightingFramework/State/FFStateData.h
Normal file
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// Unreal Fighting Framework by Kevin Poretti
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#pragma once
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// FF includes
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#include "State/FFState.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "FFStateData.generated.h"
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/**
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*
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*/
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UCLASS()
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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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};
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@ -14,9 +14,9 @@ UFFStateMachineComponent::UFFStateMachineComponent()
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void UFFStateMachineComponent::Initialize()
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{
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for(const TSubclassOf<UFFStateBehavior>& CurrState : DefaultStates)
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for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
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{
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UFFStateBehavior* TempState = AddState(CurrState);
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UFFState* TempState = AddState(CurrState);
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if(!CurrentState) // first state to be created is the entry into this state machine
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{
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CurrentState = TempState;
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@ -33,9 +33,9 @@ void UFFStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar)
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}
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UFFStateBehavior* UFFStateMachineComponent::AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd)
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UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToAdd)
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{
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UFFStateBehavior* TempState = NewObject<UFFStateBehavior>(this, StateClassToAdd);
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UFFState* TempState = NewObject<UFFState>(this, StateClassToAdd);
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if(TempState)
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{
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States.Add(TempState);
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@ -46,9 +46,9 @@ UFFStateBehavior* UFFStateMachineComponent::AddState(TSubclassOf<UFFStateBehavio
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}
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void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd)
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void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd)
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{
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for(const TSubclassOf<UFFStateBehavior>& CurrState : StateClassesToAdd)
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for(const TSubclassOf<UFFState>& CurrState : StateClassesToAdd)
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{
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AddState(CurrState);
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}
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@ -60,21 +60,24 @@ void UFFStateMachineComponent::RemoveState(FName StateToRemove)
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UE_LOG(LogTemp, Error, TEXT("UFFStateMachineComponent::RemoveState is not yet implemented"));
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}
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void UFFStateMachineComponent::SwitchStates(UFFStateBehavior* NewState)
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void UFFStateMachineComponent::SwitchStates(UFFState* NewState)
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{
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check(CurrentState);
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check(NewState);
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CurrentState->Exit(GetCurrentStateContext());
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CurrentState = NewState;
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CurrentState->Enter(GetCurrentStateContext());
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TicksInState = 0;
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CurrentSubStateLabel = NAME_None;
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}
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FName UFFStateMachineComponent::GetCurrentStateName() const
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{
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return CurrentState ? CurrentState->Name : NAME_None;
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check(CurrentState)
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return CurrentState->Name;
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}
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@ -83,13 +86,21 @@ FFFStateContext UFFStateMachineComponent::GetCurrentStateContext() const
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FFFStateContext CurrStateContext;
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CurrStateContext.Owner = Owner;
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CurrStateContext.Avatar = Avatar;
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CurrStateContext.Parent = this;
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CurrStateContext.TicksInState = TicksInState;
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return CurrStateContext;
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}
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UFFStateBehavior* UFFStateMachineComponent::FindStateWithName(FName StateName)
|
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void UFFStateMachineComponent::SetSubStateLabel(FName InSubStateLabel)
|
||||
{
|
||||
for (UFFStateBehavior* CurrState : States)
|
||||
CurrentSubStateLabel = InSubStateLabel;
|
||||
}
|
||||
|
||||
|
||||
UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
|
||||
{
|
||||
for (UFFState* CurrState : States)
|
||||
{
|
||||
if(CurrState->Name == StateName)
|
||||
{
|
||||
@ -114,32 +125,35 @@ void UFFStateMachineComponent::BeginPlay()
|
||||
|
||||
void UFFStateMachineComponent::FixedTick(float OneFrame)
|
||||
{
|
||||
// Should we switch states?
|
||||
|
||||
for(UFFStateBehavior* CurrState : States)
|
||||
{
|
||||
// Check if the state is enabled
|
||||
|
||||
// Check state entry conditions if there are any
|
||||
|
||||
// Check input conditions if there are any
|
||||
|
||||
// If all state entry conditions are good and at least one input condition is good then we can transition
|
||||
|
||||
// Lastly just check if the state we're about to transition into isn't the current state.
|
||||
// It is OK to transition if state's "CanTransitionToSelf" is true
|
||||
|
||||
// SwitchStates(NewState);
|
||||
// return;
|
||||
}
|
||||
|
||||
// CurrentState should never be null
|
||||
// TODO: Should probably assert or whatever UE's equivalent is
|
||||
check(CurrentState);
|
||||
|
||||
// Tick current state
|
||||
TicksInState++;
|
||||
CurrentState->Update(OneFrame, GetCurrentStateContext());
|
||||
// Should we switch states?
|
||||
UFFState* StateToTransitionTo = nullptr;
|
||||
for(UFFState* ThisState : States)
|
||||
{
|
||||
// found a state
|
||||
if(ThisState->CanTransition(GetCurrentStateContext()))
|
||||
{
|
||||
StateToTransitionTo = ThisState;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Lastly just check if the state we're about to transition into isn't the current state.
|
||||
// It is OK to transition if state's "CanTransitionToSelf" is true
|
||||
if(StateToTransitionTo &&
|
||||
(CurrentState->Name != StateToTransitionTo->Name || StateToTransitionTo->bCanTransitionToSelf))
|
||||
{
|
||||
SwitchStates(StateToTransitionTo);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Tick current state
|
||||
TicksInState++;
|
||||
CurrentState->Update(OneFrame, GetCurrentStateContext());
|
||||
}
|
||||
|
||||
// Debug
|
||||
}
|
||||
|
@ -3,7 +3,8 @@
|
||||
#pragma once
|
||||
|
||||
// FF includes
|
||||
#include "UnrealFightingFramework/IFFSystemInterface.h"
|
||||
#include "IFFSystemInterface.h"
|
||||
#include "FFState.h"
|
||||
|
||||
// UE includes
|
||||
#include "CoreMinimal.h"
|
||||
@ -47,14 +48,14 @@ public:
|
||||
*
|
||||
* @return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
|
||||
*/
|
||||
UFFStateBehavior* AddState(TSubclassOf<UFFStateBehavior> StateClassToAdd);
|
||||
UFFState* AddState(TSubclassOf<UFFState> StateClassToAdd);
|
||||
|
||||
/**
|
||||
* Creates an instance of the state classes and adds newly created states to this state machine.
|
||||
*
|
||||
* @param StateClassesToAdd Array of state class types to be added to this state machine
|
||||
*/
|
||||
void AddStates(const TArray<TSubclassOf<UFFStateBehavior>>& StateClassesToAdd);
|
||||
void AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd);
|
||||
|
||||
/**
|
||||
* Destroys the state with corresponding name and removes it from this state machine.
|
||||
@ -66,7 +67,7 @@ public:
|
||||
*
|
||||
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
|
||||
*/
|
||||
void SwitchStates(UFFStateBehavior* NewState);
|
||||
void SwitchStates(UFFState* NewState);
|
||||
|
||||
/**
|
||||
* Returns the name of the current state
|
||||
@ -79,6 +80,8 @@ public:
|
||||
*/
|
||||
FFFStateContext GetCurrentStateContext() const;
|
||||
|
||||
void SetSubStateLabel(FName InSubStateLabel);
|
||||
|
||||
// IFFSystemInterface interface
|
||||
virtual void FixedTick(float OneFrame) override;
|
||||
// End of IFFSystemInterface interface
|
||||
@ -100,26 +103,30 @@ protected:
|
||||
|
||||
/** How many ticks have elapsed since the currently active state was entered */
|
||||
UPROPERTY(BlueprintReadOnly, Category="UFF|State")
|
||||
int32 TicksInState;
|
||||
int64 TicksInState;
|
||||
|
||||
/**
|
||||
* States classes to create and add to this state machine when the game starts
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
|
||||
TArray<TSubclassOf<UFFStateBehavior>> DefaultStates;
|
||||
TArray<TSubclassOf<UFFState>> DefaultStates;
|
||||
|
||||
/** Current active state for this state machine */
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
UFFStateBehavior* CurrentState;
|
||||
UFFState* CurrentState;
|
||||
|
||||
/** Current SubState label or NAME_None if there is no SubState label set for the current state*/
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
FName CurrentSubStateLabel;
|
||||
|
||||
// States that have been added
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
TArray<UFFStateBehavior*> States;
|
||||
TArray<UFFState*> States;
|
||||
|
||||
/**
|
||||
* Returns the state with corresponding name
|
||||
*/
|
||||
UFFStateBehavior* FindStateWithName(FName StateName);
|
||||
UFFState* FindStateWithName(FName StateName);
|
||||
|
||||
// UActorComponent interface
|
||||
virtual void BeginPlay() override;
|
||||
|
@ -5,10 +5,10 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
#include "FFStateContextInterface.generated.h"
|
||||
#include "IFFStateAvatarInterface.generated.h"
|
||||
|
||||
UINTERFACE(MinimalAPI)
|
||||
class UFFStateContextInterface : public UInterface
|
||||
class UFFStateAvatarInterface : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
@ -16,16 +16,14 @@ class UFFStateContextInterface : public UInterface
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class UNREALFIGHTINGFRAMEWORK_API IFFStateContextInterface
|
||||
class UNREALFIGHTINGFRAMEWORK_API IFFStateAvatarInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
virtual bool CheckStateEnabled(uint8 StateType) = 0;
|
||||
|
||||
virtual bool CheckStance(uint8 Stance) = 0;
|
||||
|
||||
virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
|
||||
virtual bool CheckStateEnabled(uint8 StateType) = 0;
|
||||
|
||||
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) = 0;
|
||||
virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
|
||||
};
|
@ -0,0 +1,25 @@
|
||||
// Unreal Fighting Framework by Kevin Poretti
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
#include "IFFStateOwnerInterface.generated.h"
|
||||
|
||||
UINTERFACE(MinimalAPI)
|
||||
class UFFStateOwnerInterface : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) = 0;
|
||||
};
|
Loading…
Reference in New Issue
Block a user