Remove state entry conditions

This commit is contained in:
Kevin Poretti 2023-08-01 21:13:02 -04:00
parent 87c2aafd49
commit d89face881
3 changed files with 1 additions and 7 deletions

View File

@ -28,7 +28,7 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar); IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
if(SAI) if(SAI)
{ {
if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType) && SAI->CheckStateEntryConditions(EntryConditions))) if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType)))
{ {
return false; return false;
} }

View File

@ -79,10 +79,6 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
int32 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<int32> EntryConditions;
/** /**
* Input sequences that needs to be present in the controlling player's input buffer for this * Input sequences that needs to be present in the controlling player's input buffer for this
* state to be eligible for transitioning. * state to be eligible for transitioning.

View File

@ -24,6 +24,4 @@ public:
virtual bool CheckStance(int32 Stance) = 0; virtual bool CheckStance(int32 Stance) = 0;
virtual bool CheckStateEnabled(int32 StateType) = 0; virtual bool CheckStateEnabled(int32 StateType) = 0;
virtual bool CheckStateEntryConditions(const TArray<int32>& EntryConditions) = 0;
}; };