Even more documentation

This commit is contained in:
Kevin Poretti 2024-09-18 20:49:41 -04:00
parent bc2cd13cc1
commit dcd0a283fe
5 changed files with 33 additions and 11 deletions

View File

@ -19,7 +19,7 @@ bool AFFAIController::CheckInputSequences(const TArray<FFFInputSequence>& InInpu
return false;
}
FVector AFFAIController::GetInputAsWorldDirection() const
FVector AFFAIController::GetMoveInputAsWorldDirection() const
{
return FVector::ZeroVector;
}

View File

@ -30,7 +30,7 @@ public:
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) override;
virtual FVector GetInputAsWorldDirection() const override;
virtual FVector GetMoveInputAsWorldDirection() const override;
virtual void DisableMostRecentInput() override;
// End of IFFStateOwnerInterface

View File

@ -39,7 +39,7 @@ void AFFPlayerController::ConsumeMoveInput()
}
FVector AFFPlayerController::GetInputAsWorldDirection() const
FVector AFFPlayerController::GetMoveInputAsWorldDirection() const
{
FRotator ViewRotationYaw = FRotator(0.0f, ModifiedInput.LookRot.Yaw, 0.0f);
FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ModifiedInput.MoveAxes.Y;

View File

@ -72,7 +72,7 @@ public:
UFUNCTION()
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
virtual FVector GetInputAsWorldDirection() const override;
virtual FVector GetMoveInputAsWorldDirection() const override;
virtual void DisableMostRecentInput() override;
// End of IFFStateOwnerInterface

View File

@ -18,24 +18,46 @@ class UFFStateOwnerInterface : public UInterface
};
/**
*
* TODO: document
*/
// TODO: why is this an interface again?
class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
{
GENERATED_BODY()
public:
// TODO: document
/**
* @brief Checks to see if the provided input sequence has a valid matching series of inputs in
* the input buffer
*
* @param InInputSequence sequence of inputs to check in the input buffer
* @return true if the input sequence has a valid matching series of inputs in the input buffer
*/
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) = 0;
// TODO: document
/**
* @brief Checks to see if at least one of the provided input sequences has a valid matching
* series of inputs in the input buffer
*
* @param InInputSequences array of sequences of inputs to check in the input buffer
* @return true if at least one input sequence has a valid matching series of inputs in the
* input buffer
*/
UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences) = 0;
// TODO: document
virtual FVector GetInputAsWorldDirection() const = 0;
/**
* @brief Convert 2D movement input a 3D world direction relative to the view orientation
*
* @return direction of player's 2D movement input in world space
*/
virtual FVector GetMoveInputAsWorldDirection() const = 0;
// TODO: document
/**
* @brief Sets the current tick's input in the input buffer as disabled, preventing it from
* being considered as valid input for input sequence interpretation
*/
virtual void DisableMostRecentInput() = 0;
};