Stub in AI controller
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@ -0,0 +1,29 @@
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// Project Sword & Gun Copyright Kevin Poretti
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#include "GameplayFramework/FFAIController.h"
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AFFAIController::AFFAIController()
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{
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bWantsPlayerState = true;
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}
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bool AFFAIController::CheckInputSequence(const FFFInputSequence& InInputSequence)
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{
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return false;
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}
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bool AFFAIController::CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences)
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{
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return false;
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}
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FVector AFFAIController::GetInputAsWorldDirection() const
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{
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return FVector::ZeroVector;
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}
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void AFFAIController::DisableMostRecentInput()
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{
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InputBuffer->DisableMostRecentInput();
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}
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// Project Sword & Gun Copyright Kevin Poretti
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#pragma once
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// FF includes
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#include "State/IFFStateOwnerInterface.h"
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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 "AIController.h"
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#include "FFAIController.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 AFFAIController : public AAIController, public IFFStateOwnerInterface
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{
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GENERATED_BODY()
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public:
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AFFAIController();
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// IFFStateOwnerInterface
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) override;
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virtual FVector GetInputAsWorldDirection() const override;
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virtual void DisableMostRecentInput() override;
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// End of IFFStateOwnerInterface
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protected:
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/** Input Buffer component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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UFFInputBufferComponent* InputBuffer;
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};
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// TODO: document
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void ConsumeMoveInput();
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// TODO: document
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FVector GetInputAsWorldDirection() const;
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// TODO: document
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void AddCurrentInputToBuffer();
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@ -70,6 +67,8 @@ public:
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UFUNCTION()
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
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virtual FVector GetInputAsWorldDirection() const override;
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virtual void DisableMostRecentInput() override;
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// End of IFFStateOwnerInterface
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@ -2,6 +2,10 @@
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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 "UObject/Interface.h"
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@ -21,11 +25,17 @@ class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
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GENERATED_BODY()
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public:
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// TODO: document
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) = 0;
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// TODO: document
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) = 0;
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// TODO: document
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virtual FVector GetInputAsWorldDirection() const = 0;
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// TODO: document
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virtual void DisableMostRecentInput() = 0;
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};
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@ -26,6 +26,7 @@ public class UnrealFightingFramework : ModuleRules
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{
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"Core",
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"EnhancedInput",
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"AIModule",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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