Rename to Unreal Fighting Framework
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# UnrealFightingEngine
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					# UnrealFightingFramework
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This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.
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					This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.
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// Unreal Fighting Engine by Kevin Poretti
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#include "IFESystemInterface.h"
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// Unreal Fighting Engine by Kevin Poretti
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#include "FEInputBufferComponent.h"
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UFEInputBufferComponent::UFEInputBufferComponent()
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{
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	PrimaryComponentTick.bCanEverTick = false;
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}
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// Unreal Fighting Engine by Kevin Poretti
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#pragma once
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// UE includes
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "FEInputBufferComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class UNREALFIGHTINGENGINE_API UFEInputBufferComponent : public UActorComponent
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{
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	GENERATED_BODY()
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public:	
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	UFEInputBufferComponent();
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};
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// Unreal Fighting Engine by Kevin Poretti
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#include "FEPlayerController.h"
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// FE includes
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#include "FEInputBufferComponent.h"
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AFEPlayerController::AFEPlayerController()
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{
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    InputBuffer = CreateDefaultSubobject<UFEInputBufferComponent>(TEXT("InputBuffer"));
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}
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void AFEPlayerController::SendInputsToRemote() const
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{
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}
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void AFEPlayerController::SetupInputComponent()
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{
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    Super::SetupInputComponent();
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}
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@ -1,61 +0,0 @@
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// Unreal Fighting Engine by Kevin Poretti
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#include "FEState.h"
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// FE includes
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#include "FEStateMachineComponent.h"
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void UFEState::InitActorInfo(AActor* InOwner, AActor* InAvatar)
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{
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    Owner = InOwner;
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	Avatar = InAvatar;
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}
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void UFEState::Enter()
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{
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    TicksInState = 0;
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    OnEnter();
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}
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void UFEState::Exit()
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{
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    OnExit();
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}
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void UFEState::Update(float OneFrame)
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{
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    TicksInState++;
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    OnUpdate(OneFrame);
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}
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void UFEState::OnEnter_Implementation()
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{
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}
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void UFEState::OnExit_Implementation()
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{
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}
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void UFEState::OnUpdate_Implementation(float OneFrame)
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{
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}
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UWorld* UFEState::GetWorld() const
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{
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	UFEStateMachineComponent* SMC = Cast<UFEStateMachineComponent>(GetOuter());
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	if(SMC)
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	{
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		return SMC->GetWorld();
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	}
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	return nullptr;
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}
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@ -1,16 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnrealFightingEngineBPLibrary.h"
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#include "UnrealFightingEngineModule.h"
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UUnrealFightingEngineBPLibrary::UUnrealFightingEngineBPLibrary(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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float UUnrealFightingEngineBPLibrary::UnrealFightingEngineSampleFunction(float Param)
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{
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	return -1;
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}
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										4
									
								
								Source/UnrealFightingFramework/IFFSystemInterface.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										4
									
								
								Source/UnrealFightingFramework/IFFSystemInterface.cpp
									
									
									
									
									
										Normal file
									
								
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					// Unreal Fighting Framework by Kevin Poretti
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					#include "IFFSystemInterface.h"
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@ -1,15 +1,16 @@
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// Unreal Fighting Engine by Kevin Poretti
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					// Unreal Fighting Framework by Kevin Poretti
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#pragma once
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					#pragma once
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					// UE includes
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#include "CoreMinimal.h"
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					#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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					#include "UObject/Interface.h"
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#include "IFESystemInterface.generated.h"
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					#include "IFFSystemInterface.generated.h"
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// This class does not need to be modified.
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					// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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					UINTERFACE(MinimalAPI)
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class UFESystemInterface : public UInterface
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					class UFFSystemInterface : public UInterface
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{
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					{
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	GENERATED_BODY()
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						GENERATED_BODY()
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};
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					};
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@ -20,7 +21,7 @@ class UFESystemInterface : public UInterface
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 *	This ensures all gameplay effecting objects can be assumed to have certain properties that enable serialization, networking and
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					 *	This ensures all gameplay effecting objects can be assumed to have certain properties that enable serialization, networking and
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 *	some form of determinism.
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					 *	some form of determinism.
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 */
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					 */
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class UNREALFIGHTINGENGINE_API IFESystemInterface
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					class UNREALFIGHTINGFRAMEWORK_API IFFSystemInterface
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{
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					{
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	GENERATED_BODY()
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						GENERATED_BODY()
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					// Unreal Fighting Framework by Kevin Poretti
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					#include "FFInputBufferComponent.h"
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					UFFInputBufferComponent::UFFInputBufferComponent()
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					{
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						PrimaryComponentTick.bCanEverTick = false;
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					}
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					// Unreal Fighting Framework by Kevin Poretti
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					#pragma once
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					// UE includes
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					#include "CoreMinimal.h"
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					#include "Components/ActorComponent.h"
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					#include "FFInputBufferComponent.generated.h"
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					UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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					class UNREALFIGHTINGFRAMEWORK_API UFFInputBufferComponent : public UActorComponent
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					{
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						GENERATED_BODY()
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					public:	
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						UFFInputBufferComponent();
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					};
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								Source/UnrealFightingFramework/Input/FFPlayerController.cpp
									
									
									
									
									
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								Source/UnrealFightingFramework/Input/FFPlayerController.cpp
									
									
									
									
									
										Normal file
									
								
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					// Unreal Fighting Framework by Kevin Poretti
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					#include "FFPlayerController.h"
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					// FF includes
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					#include "FFInputBufferComponent.h"
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					AFFPlayerController::AFFPlayerController()
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					{
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					    InputBuffer = CreateDefaultSubobject<UFFInputBufferComponent>(TEXT("InputBuffer"));
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					}
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					void AFFPlayerController::SendInputsToRemote() const
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					{
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					}
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					void AFFPlayerController::SetupInputComponent()
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					{
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					    Super::SetupInputComponent();
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					}
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// Unreal Fighting Engine by Kevin Poretti
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					// Unreal Fighting Framework by Kevin Poretti
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#pragma once
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					#pragma once
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#include "CoreMinimal.h"
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					#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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					#include "GameFramework/PlayerController.h"
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#include "FEPlayerController.generated.h"
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					#include "FFPlayerController.generated.h"
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/**
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					/**
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 *	A class that collects player inputs, stores them in an input buffer, and sends a rolling window of
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					 *	A class that collects player inputs, stores them in an input buffer, and sends a rolling window of
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 *	unacknowledged inputs to a remote client or server for processing.
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					 *	unacknowledged inputs to a remote client or server for processing.
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 */
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					 */
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UCLASS()
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					UCLASS()
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class UNREALFIGHTINGENGINE_API AFEPlayerController : public APlayerController
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					class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController
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{
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					{
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	GENERATED_BODY()
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						GENERATED_BODY()
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public:
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					public:
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	AFEPlayerController();
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						AFFPlayerController();
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	/**
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						/**
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	 *	Sends all unacknowledged inputs to the remote
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						 *	Sends all unacknowledged inputs to the remote
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@ -31,12 +31,12 @@ public:
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protected:
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					protected:
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    /** MappingContext */
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					    /** MappingContext */
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true"))
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						UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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	class UInputMappingContext* DefaultMappingContext;
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						class UInputMappingContext* DefaultMappingContext;
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	/** Input Buffer component */
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						/** Input Buffer component */
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	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true"))
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						UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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	UFEInputBufferComponent* InputBuffer;
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						UFFInputBufferComponent* InputBuffer;
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	int32 Inputs;
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						int32 Inputs;
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								Source/UnrealFightingFramework/State/FFState.cpp
									
									
									
									
									
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										61
									
								
								Source/UnrealFightingFramework/State/FFState.cpp
									
									
									
									
									
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					// Unreal Fighting Framework by Kevin Poretti
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					#include "FFState.h"
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					// FF includes
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					#include "FFStateMachineComponent.h"
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					void UFFState::InitActorInfo(AActor* InOwner, AActor* InAvatar)
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					{
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					    Owner = InOwner;
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						Avatar = InAvatar;
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					}
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					void UFFState::Enter()
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					{
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					    TicksInState = 0;
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					    OnEnter();
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					}
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					void UFFState::Exit()
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					{
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					    OnExit();
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					}
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					void UFFState::Update(float OneFrame)
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					{
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					    TicksInState++;
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					    OnUpdate(OneFrame);
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					}
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					void UFFState::OnEnter_Implementation()
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					{
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					}
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					void UFFState::OnExit_Implementation()
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					{
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					}
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					void UFFState::OnUpdate_Implementation(float OneFrame)
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					{
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					}
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					UWorld* UFFState::GetWorld() const
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					{
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						UFFStateMachineComponent* SMC = Cast<UFFStateMachineComponent>(GetOuter());
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						if(SMC)
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						{
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							return SMC->GetWorld();
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						}
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						return nullptr;
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					}
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@ -1,18 +1,18 @@
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// Unreal Fighting Engine by Kevin Poretti
 | 
					// Unreal Fighting Framework by Kevin Poretti
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#pragma once
 | 
					#pragma once
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// UE includes
 | 
					// UE includes
 | 
				
			||||||
#include "CoreMinimal.h"
 | 
					#include "CoreMinimal.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "FEState.generated.h"
 | 
					#include "FFState.generated.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/**
 | 
					/**
 | 
				
			||||||
 *	A state is an object that provides rules and conditions for when a state can be transitioned into
 | 
					 *	A state is an object that provides rules and conditions for when a state can be transitioned into
 | 
				
			||||||
 *	and logic to run when the state is entered, exited, and active.
 | 
					 *	and logic to run when the state is entered, exited, and active.
 | 
				
			||||||
 */
 | 
					 */
 | 
				
			||||||
UCLASS()
 | 
					UCLASS()
 | 
				
			||||||
class UNREALFIGHTINGENGINE_API UFEState : public UObject
 | 
					class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	GENERATED_BODY()
 | 
						GENERATED_BODY()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -27,7 +27,7 @@ public:
 | 
				
			|||||||
	virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
 | 
						virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/** Name of this state */
 | 
						/** Name of this state */
 | 
				
			||||||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFE|State")
 | 
						UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
 | 
				
			||||||
	FName Name;
 | 
						FName Name;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/** Conditions that need to be met in order for this state to be transitioned into */
 | 
						/** Conditions that need to be met in order for this state to be transitioned into */
 | 
				
			||||||
@ -39,7 +39,7 @@ public:
 | 
				
			|||||||
	uint8 StateType;
 | 
						uint8 StateType;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/** How many ticks have elapsed since this state was entered */
 | 
						/** How many ticks have elapsed since this state was entered */
 | 
				
			||||||
	UPROPERTY(BlueprintReadOnly, Category="UFE|State")
 | 
						UPROPERTY(BlueprintReadOnly, Category="UFF|State")
 | 
				
			||||||
	int32 TicksInState;
 | 
						int32 TicksInState;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
@ -66,13 +66,13 @@ public:
 | 
				
			|||||||
    /**
 | 
					    /**
 | 
				
			||||||
     *	Blueprint hook that is called whenever this state is transitioned into
 | 
					     *	Blueprint hook that is called whenever this state is transitioned into
 | 
				
			||||||
     */
 | 
					     */
 | 
				
			||||||
	UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
 | 
						UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
 | 
				
			||||||
	void OnEnter();
 | 
						void OnEnter();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
	 *	Blueprint hook that is called whenever this state is transitioned out of into a new state
 | 
						 *	Blueprint hook that is called whenever this state is transitioned out of into a new state
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
 | 
						UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
 | 
				
			||||||
	void OnExit();
 | 
						void OnExit();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
@ -80,7 +80,7 @@ public:
 | 
				
			|||||||
	 *
 | 
						 *
 | 
				
			||||||
	 *	@param OneFrame the time that elapses during one fixed tick
 | 
						 *	@param OneFrame the time that elapses during one fixed tick
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
 | 
						UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
 | 
				
			||||||
	void OnUpdate(float OneFrame);
 | 
						void OnUpdate(float OneFrame);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// UObject interface
 | 
						// UObject interface
 | 
				
			||||||
@ -1,22 +1,22 @@
 | 
				
			|||||||
// Unreal Fighting Engine by Kevin Poretti
 | 
					// Unreal Fighting Framework by Kevin Poretti
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "FEStateMachineComponent.h"
 | 
					#include "FFStateMachineComponent.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// FE includes
 | 
					// FF includes
 | 
				
			||||||
#include "FEState.h"
 | 
					#include "FFState.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
UFEStateMachineComponent::UFEStateMachineComponent()
 | 
					UFFStateMachineComponent::UFFStateMachineComponent()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    // Don't use Unreal's tick instead use a fixed tick
 | 
					    // Don't use Unreal's tick instead use a fixed tick
 | 
				
			||||||
	PrimaryComponentTick.bCanEverTick = false;
 | 
						PrimaryComponentTick.bCanEverTick = false;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::Initialize()
 | 
					void UFFStateMachineComponent::Initialize()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    for(const TSubclassOf<UFEState>& CurrState : DefaultStates)
 | 
					    for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        UFEState* TempState = AddState(CurrState);
 | 
					        UFFState* TempState = AddState(CurrState);
 | 
				
			||||||
        if(!CurrentState) // first state to be created is the entry into this state machine
 | 
					        if(!CurrentState) // first state to be created is the entry into this state machine
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            CurrentState = TempState;
 | 
					            CurrentState = TempState;
 | 
				
			||||||
@ -26,16 +26,16 @@ void UFEStateMachineComponent::Initialize()
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar)
 | 
					void UFFStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    Owner = InOwner;
 | 
					    Owner = InOwner;
 | 
				
			||||||
	Avatar = InAvatar;
 | 
						Avatar = InAvatar;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
UFEState* UFEStateMachineComponent::AddState(TSubclassOf<UFEState> StateClassToAdd)
 | 
					UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToAdd)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    UFEState* TempState = NewObject<UFEState>(this, StateClassToAdd);
 | 
					    UFFState* TempState = NewObject<UFFState>(this, StateClassToAdd);
 | 
				
			||||||
    if(TempState)
 | 
					    if(TempState)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        States.Add(TempState);
 | 
					        States.Add(TempState);
 | 
				
			||||||
@ -47,21 +47,21 @@ UFEState* UFEStateMachineComponent::AddState(TSubclassOf<UFEState> StateClassToA
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::AddStates(const TArray<TSubclassOf<UFEState>>& StateClassesToAdd)
 | 
					void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    for(const TSubclassOf<UFEState>& CurrState : StateClassesToAdd)
 | 
					    for(const TSubclassOf<UFFState>& CurrState : StateClassesToAdd)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        AddState(CurrState);
 | 
					        AddState(CurrState);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::RemoveState(FName StateToRemove)
 | 
					void UFFStateMachineComponent::RemoveState(FName StateToRemove)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    UE_LOG(LogTemp, Error, TEXT("UFEStateMachineComponent::RemoveState is not yet implemented"));
 | 
					    UE_LOG(LogTemp, Error, TEXT("UFFStateMachineComponent::RemoveState is not yet implemented"));
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::SwitchStates(UFEState* NewState)
 | 
					void UFFStateMachineComponent::SwitchStates(UFFState* NewState)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    check(NewState);
 | 
					    check(NewState);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -71,15 +71,15 @@ void UFEStateMachineComponent::SwitchStates(UFEState* NewState)
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
FName UFEStateMachineComponent::GetCurrentStateName() const
 | 
					FName UFFStateMachineComponent::GetCurrentStateName() const
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    return CurrentState ? CurrentState->Name : NAME_None;
 | 
					    return CurrentState ? CurrentState->Name : NAME_None;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
UFEState* UFEStateMachineComponent::FindStateWithName(FName StateName)
 | 
					UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    for (UFEState* CurrState : States)
 | 
					    for (UFFState* CurrState : States)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        if(CurrState ->Name == StateName)
 | 
					        if(CurrState ->Name == StateName)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
@ -94,7 +94,7 @@ UFEState* UFEStateMachineComponent::FindStateWithName(FName StateName)
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::BeginPlay()
 | 
					void UFFStateMachineComponent::BeginPlay()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	Super::BeginPlay();
 | 
						Super::BeginPlay();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -102,11 +102,11 @@ void UFEStateMachineComponent::BeginPlay()
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void UFEStateMachineComponent::FixedTick(float OneFrame)
 | 
					void UFFStateMachineComponent::FixedTick(float OneFrame)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    // Should we switch states?
 | 
					    // Should we switch states?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    for(UFEState* CurrState : States)
 | 
					    for(UFFState* CurrState : States)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        // Check if the state is enabled
 | 
					        // Check if the state is enabled
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -1,15 +1,15 @@
 | 
				
			|||||||
// Unreal Fighting Engine by Kevin Poretti
 | 
					// Unreal Fighting Framework by Kevin Poretti
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#pragma once
 | 
					#pragma once
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// FE includes
 | 
					// FF includes
 | 
				
			||||||
#include "UnrealFightingEngine/IFESystemInterface.h"
 | 
					#include "UnrealFightingFramework/IFFSystemInterface.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// UE includes
 | 
					// UE includes
 | 
				
			||||||
#include "CoreMinimal.h"
 | 
					#include "CoreMinimal.h"
 | 
				
			||||||
#include "Components/ActorComponent.h"
 | 
					#include "Components/ActorComponent.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "FEStateMachineComponent.generated.h"
 | 
					#include "FFStateMachineComponent.generated.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/**
 | 
					/**
 | 
				
			||||||
 *	A state machine is a component that evaluates and controls the transitions for state objects that
 | 
					 *	A state machine is a component that evaluates and controls the transitions for state objects that
 | 
				
			||||||
@ -18,12 +18,12 @@
 | 
				
			|||||||
 *	This component also calls the appropriate state logic when a state is changed or the component ticks.
 | 
					 *	This component also calls the appropriate state logic when a state is changed or the component ticks.
 | 
				
			||||||
 */
 | 
					 */
 | 
				
			||||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
 | 
					UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
 | 
				
			||||||
class UNREALFIGHTINGENGINE_API UFEStateMachineComponent : public UActorComponent, public IFESystemInterface
 | 
					class UNREALFIGHTINGFRAMEWORK_API UFFStateMachineComponent : public UActorComponent, public IFFSystemInterface
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	GENERATED_BODY()
 | 
						GENERATED_BODY()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public:	
 | 
					public:	
 | 
				
			||||||
	UFEStateMachineComponent();
 | 
						UFFStateMachineComponent();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
	 *	Creates and adds default states and enters the first state
 | 
						 *	Creates and adds default states and enters the first state
 | 
				
			||||||
@ -47,14 +47,14 @@ public:
 | 
				
			|||||||
	 *
 | 
						 *
 | 
				
			||||||
	 *	@return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
 | 
						 *	@return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	UFEState* AddState(TSubclassOf<UFEState> StateClassToAdd);
 | 
						UFFState* AddState(TSubclassOf<UFFState> StateClassToAdd);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /**
 | 
					    /**
 | 
				
			||||||
	 *	Creates an instance of the state classes and adds newly created states to this state machine.
 | 
						 *	Creates an instance of the state classes and adds newly created states to this state machine.
 | 
				
			||||||
	 *
 | 
						 *
 | 
				
			||||||
	 *	@param StateClassesToAdd Array of state class types to be added to this state machine
 | 
						 *	@param StateClassesToAdd Array of state class types to be added to this state machine
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	void AddStates(const TArray<TSubclassOf<UFEState>>& StateClassesToAdd);
 | 
						void AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /**
 | 
					    /**
 | 
				
			||||||
	 *	Destroys the state with corresponding name and removes it from this state machine.
 | 
						 *	Destroys the state with corresponding name and removes it from this state machine.
 | 
				
			||||||
@ -66,7 +66,7 @@ public:
 | 
				
			|||||||
	 *
 | 
						 *
 | 
				
			||||||
	 *	Triggers the Exit callback on the CurrentState and the Enter callback on the new state
 | 
						 *	Triggers the Exit callback on the CurrentState and the Enter callback on the new state
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	void SwitchStates(UFEState* NewState);
 | 
						void SwitchStates(UFFState* NewState);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /**
 | 
					    /**
 | 
				
			||||||
     *	Returns the name of the current state
 | 
					     *	Returns the name of the current state
 | 
				
			||||||
@ -74,9 +74,9 @@ public:
 | 
				
			|||||||
	UFUNCTION(BlueprintPure)
 | 
						UFUNCTION(BlueprintPure)
 | 
				
			||||||
	FName GetCurrentStateName() const;
 | 
						FName GetCurrentStateName() const;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// IFESystemInterface interface
 | 
						// IFFSystemInterface interface
 | 
				
			||||||
    virtual void FixedTick(float OneFrame) override;
 | 
					    virtual void FixedTick(float OneFrame) override;
 | 
				
			||||||
	// End of IFESystemInterface interface
 | 
						// End of IFFSystemInterface interface
 | 
				
			||||||
 | 
					
 | 
				
			||||||
protected:
 | 
					protected:
 | 
				
			||||||
	/**
 | 
						/**
 | 
				
			||||||
@ -96,21 +96,21 @@ protected:
 | 
				
			|||||||
	/**
 | 
						/**
 | 
				
			||||||
	 *	States classes to create and add to this state machine when the game starts
 | 
						 *	States classes to create and add to this state machine when the game starts
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	UPROPERTY(EditDefaultsOnly, Category="UFE|State Machine")
 | 
						UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
 | 
				
			||||||
	TArray<TSubclassOf<UFEState>> DefaultStates;
 | 
						TArray<TSubclassOf<UFFState>> DefaultStates;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/** Current active state for this state machine */
 | 
						/** Current active state for this state machine */
 | 
				
			||||||
	UPROPERTY(BlueprintReadOnly)
 | 
						UPROPERTY(BlueprintReadOnly)
 | 
				
			||||||
	UFEState* CurrentState;
 | 
						UFFState* CurrentState;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// States that have been added
 | 
						// States that have been added
 | 
				
			||||||
	UPROPERTY(BlueprintReadOnly)
 | 
						UPROPERTY(BlueprintReadOnly)
 | 
				
			||||||
	TArray<UFEState*> States;
 | 
						TArray<UFFState*> States;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /**
 | 
					    /**
 | 
				
			||||||
	 *	Returns the state with corresponding name 
 | 
						 *	Returns the state with corresponding name 
 | 
				
			||||||
	 */
 | 
						 */
 | 
				
			||||||
	UFEState* FindStateWithName(FName StateName);
 | 
						UFFState* FindStateWithName(FName StateName);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// UActorComponent interface
 | 
						// UActorComponent interface
 | 
				
			||||||
	virtual void BeginPlay() override;
 | 
						virtual void BeginPlay() override;
 | 
				
			||||||
@ -1,10 +1,10 @@
 | 
				
			|||||||
// Unreal Fighting Engine by Kevin Poretti
 | 
					// Unreal Fighting Framework by Kevin Poretti
 | 
				
			||||||
 | 
					
 | 
				
			||||||
using UnrealBuildTool;
 | 
					using UnrealBuildTool;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public class UnrealFightingEngine : ModuleRules
 | 
					public class UnrealFightingFramework : ModuleRules
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	public UnrealFightingEngine(ReadOnlyTargetRules Target) : base(Target)
 | 
						public UnrealFightingFramework(ReadOnlyTargetRules Target) : base(Target)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
 | 
							PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
 | 
				
			||||||
		
 | 
							
 | 
				
			||||||
@ -0,0 +1,16 @@
 | 
				
			|||||||
 | 
					// Copyright Epic Games, Inc. All Rights Reserved.
 | 
				
			||||||
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					#include "UnrealFightingFrameworkBPLibrary.h"
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			||||||
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					#include "UnrealFightingFrameworkModule.h"
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			||||||
 | 
					
 | 
				
			||||||
 | 
					UUnrealFightingFrameworkBPLibrary::UUnrealFightingFrameworkBPLibrary(const FObjectInitializer& ObjectInitializer)
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			||||||
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					: Super(ObjectInitializer)
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			||||||
 | 
					{
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					}
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			||||||
 | 
					float UUnrealFightingFrameworkBPLibrary::UnrealFightingFrameworkSampleFunction(float Param)
 | 
				
			||||||
 | 
					{
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			||||||
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						return -1;
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			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -3,7 +3,7 @@
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			|||||||
#pragma once
 | 
					#pragma once
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "Kismet/BlueprintFunctionLibrary.h"
 | 
					#include "Kismet/BlueprintFunctionLibrary.h"
 | 
				
			||||||
#include "UnrealFightingEngineBPLibrary.generated.h"
 | 
					#include "UnrealFightingFrameworkBPLibrary.generated.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/* 
 | 
					/* 
 | 
				
			||||||
*	Function library class.
 | 
					*	Function library class.
 | 
				
			||||||
@ -23,10 +23,10 @@
 | 
				
			|||||||
*	https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
 | 
					*	https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
UCLASS()
 | 
					UCLASS()
 | 
				
			||||||
class UUnrealFightingEngineBPLibrary : public UBlueprintFunctionLibrary
 | 
					class UUnrealFightingFrameworkBPLibrary : public UBlueprintFunctionLibrary
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	GENERATED_UCLASS_BODY()
 | 
						GENERATED_UCLASS_BODY()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingEngine sample test testing"), Category = "UnrealFightingEngineTesting")
 | 
						UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingFramework sample test testing"), Category = "UnrealFightingFrameworkTesting")
 | 
				
			||||||
	static float UnrealFightingEngineSampleFunction(float Param);
 | 
						static float UnrealFightingFrameworkSampleFunction(float Param);
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
@ -1,16 +1,16 @@
 | 
				
			|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
 | 
					// Copyright Epic Games, Inc. All Rights Reserved.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "UnrealFightingEngineModule.h"
 | 
					#include "UnrealFightingFrameworkModule.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#define LOCTEXT_NAMESPACE "FUnrealFightingEngineModule"
 | 
					#define LOCTEXT_NAMESPACE "FUnrealFightingFrameworkModule"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void FUnrealFightingEngineModule::StartupModule()
 | 
					void FUnrealFightingFrameworkModule::StartupModule()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
 | 
						// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void FUnrealFightingEngineModule::ShutdownModule()
 | 
					void FUnrealFightingFrameworkModule::ShutdownModule()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	// This function may be called during shutdown to clean up your module.  For modules that support dynamic reloading,
 | 
						// This function may be called during shutdown to clean up your module.  For modules that support dynamic reloading,
 | 
				
			||||||
	// we call this function before unloading the module.
 | 
						// we call this function before unloading the module.
 | 
				
			||||||
@ -19,4 +19,4 @@ void FUnrealFightingEngineModule::ShutdownModule()
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
#undef LOCTEXT_NAMESPACE
 | 
					#undef LOCTEXT_NAMESPACE
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
IMPLEMENT_MODULE(FUnrealFightingEngineModule, UnrealFightingEngine)
 | 
					IMPLEMENT_MODULE(FUnrealFightingFrameworkModule, UnrealFightingFramework)
 | 
				
			||||||
@ -4,7 +4,7 @@
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
#include "Modules/ModuleManager.h"
 | 
					#include "Modules/ModuleManager.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
class FUnrealFightingEngineModule : public IModuleInterface
 | 
					class FUnrealFightingFrameworkModule : public IModuleInterface
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
public:
 | 
					public:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -2,7 +2,7 @@
 | 
				
			|||||||
	"FileVersion": 3,
 | 
						"FileVersion": 3,
 | 
				
			||||||
	"Version": 1,
 | 
						"Version": 1,
 | 
				
			||||||
	"VersionName": "1.0",
 | 
						"VersionName": "1.0",
 | 
				
			||||||
	"FriendlyName": "UnrealFightingEngine",
 | 
						"FriendlyName": "UnrealFightingFramework",
 | 
				
			||||||
	"Description": "This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.",
 | 
						"Description": "This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.",
 | 
				
			||||||
	"Category": "Other",
 | 
						"Category": "Other",
 | 
				
			||||||
	"CreatedBy": "Kevin Poretti",
 | 
						"CreatedBy": "Kevin Poretti",
 | 
				
			||||||
@ -16,7 +16,7 @@
 | 
				
			|||||||
	"Installed": false,
 | 
						"Installed": false,
 | 
				
			||||||
	"Modules": [
 | 
						"Modules": [
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			"Name": "UnrealFightingEngine",
 | 
								"Name": "UnrealFightingFramework",
 | 
				
			||||||
			"Type": "Runtime",
 | 
								"Type": "Runtime",
 | 
				
			||||||
			"LoadingPhase": "PreLoadingScreen"
 | 
								"LoadingPhase": "PreLoadingScreen"
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
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		Reference in New Issue
	
	Block a user