Remove state entry conditions
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87c2aafd49
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@ -28,7 +28,7 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
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IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
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IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
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if(SAI)
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if(SAI)
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{
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{
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if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType) && SAI->CheckStateEntryConditions(EntryConditions)))
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if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType)))
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{
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{
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return false;
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return false;
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}
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}
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@ -79,10 +79,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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int32 StateType;
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int32 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<int32> EntryConditions;
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/**
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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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* 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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* state to be eligible for transitioning.
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@ -24,6 +24,4 @@ public:
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virtual bool CheckStance(int32 Stance) = 0;
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virtual bool CheckStance(int32 Stance) = 0;
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virtual bool CheckStateEnabled(int32 StateType) = 0;
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virtual bool CheckStateEnabled(int32 StateType) = 0;
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virtual bool CheckStateEntryConditions(const TArray<int32>& EntryConditions) = 0;
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};
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};
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