Even more documentation
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@ -19,7 +19,7 @@ bool AFFAIController::CheckInputSequences(const TArray<FFFInputSequence>& InInpu
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return false;
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}
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FVector AFFAIController::GetInputAsWorldDirection() const
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FVector AFFAIController::GetMoveInputAsWorldDirection() const
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{
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return FVector::ZeroVector;
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}
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@ -30,7 +30,7 @@ public:
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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 FVector GetMoveInputAsWorldDirection() const override;
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virtual void DisableMostRecentInput() override;
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// End of IFFStateOwnerInterface
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@ -39,7 +39,7 @@ void AFFPlayerController::ConsumeMoveInput()
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}
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FVector AFFPlayerController::GetInputAsWorldDirection() const
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FVector AFFPlayerController::GetMoveInputAsWorldDirection() const
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{
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FRotator ViewRotationYaw = FRotator(0.0f, ModifiedInput.LookRot.Yaw, 0.0f);
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FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ModifiedInput.MoveAxes.Y;
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@ -72,7 +72,7 @@ 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 FVector GetMoveInputAsWorldDirection() const override;
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virtual void DisableMostRecentInput() override;
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// End of IFFStateOwnerInterface
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@ -18,24 +18,46 @@ class UFFStateOwnerInterface : public UInterface
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};
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/**
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*
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* TODO: document
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*/
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// TODO: why is this an interface again?
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class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
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{
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GENERATED_BODY()
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public:
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// TODO: document
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/**
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* @brief Checks to see if the provided input sequence has a valid matching series of inputs in
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* the input buffer
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*
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* @param InInputSequence sequence of inputs to check in the input buffer
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* @return true if the input sequence has a valid matching series of inputs in the input buffer
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*/
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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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/**
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* @brief Checks to see if at least one of the provided input sequences has a valid matching
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* series of inputs in the input buffer
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*
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* @param InInputSequences array of sequences of inputs to check in the input buffer
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* @return true if at least one input sequence has a valid matching series of inputs in the
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* input buffer
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*/
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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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/**
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* @brief Convert 2D movement input a 3D world direction relative to the view orientation
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*
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* @return direction of player's 2D movement input in world space
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*/
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virtual FVector GetMoveInputAsWorldDirection() const = 0;
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// TODO: document
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/**
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* @brief Sets the current tick's input in the input buffer as disabled, preventing it from
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* being considered as valid input for input sequence interpretation
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*/
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virtual void DisableMostRecentInput() = 0;
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};
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