Implement separate timeout durations for each input condition
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@ -29,10 +29,12 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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{
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int32 RequiredButtons = InputSequence.Sequence[CondIdx].RequiredButtons;
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EFFButtonState RequiredButtonState = InputSequence.Sequence[CondIdx].RequiredButtonState;
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int32 TimeoutDuration = InputSequence.Sequence[CondIdx].TimeoutDuration;
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int32 PrevInput = InputBuffer[InpIdx - 1].Buttons;
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int32 CurrInput = InputBuffer[InpIdx].Buttons;
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int32 PrevDisable = InputBuffer[InpIdx - 1].DisabledButtons;
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int32 CurrDisable = InputBuffer[InpIdx].DisabledButtons;
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bool bCondFoundThisIteration = false;
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switch (RequiredButtonState)
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{
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// TODO: should it be (PrevInput & RequiredButtons) == RequiredButtons or what we have now?
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@ -45,6 +47,8 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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CurrInput & RequiredButtons & ~CurrDisable)
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{
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CondIdx--;
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ElapsedFrames = 0;
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bCondFoundThisIteration = true;
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}
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break;
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case EFFButtonState::BTNS_Released:
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@ -52,12 +56,16 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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!(CurrInput & RequiredButtons | CurrDisable))
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{
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CondIdx--;
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ElapsedFrames = 0;
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bCondFoundThisIteration = true;
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}
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break;
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case EFFButtonState::BTNS_Down:
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if(CurrInput & RequiredButtons & ~CurrDisable)
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{
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CondIdx--;
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ElapsedFrames = 0;
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bCondFoundThisIteration = true;
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}
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break;
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// TODO: implement button held condition
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@ -73,10 +81,14 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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return true;
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}
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ElapsedFrames++;
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if(ElapsedFrames > InputSequence.MaxDuration)
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// No condition found this iteration, so increment elapse frames and see if current condition timed out
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if(!bCondFoundThisIteration)
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{
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return false;
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ElapsedFrames++;
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if(ElapsedFrames > TimeoutDuration)
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{
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return false;
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}
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}
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}
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@ -16,7 +16,8 @@ enum class EFFButtonState : uint8
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{
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BTNS_Pressed UMETA(DisplayName="Pressed"),
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BTNS_Released UMETA(DisplayName="Released"),
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BTNS_Down UMETA(DisplayName="Down"),
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BTNS_Down UMETA(DisplayName="Down"),
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//BTNS_Up UMETA(DisplayName="Up),
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//BTNS_Held UMETA(DisplayName="Held"),
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BTNS_MAX UMETA(Hidden)
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};
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@ -50,17 +51,25 @@ struct FFFInputCondition
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{
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GENERATED_BODY()
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// Buttons required for this specific condition to be valid
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/** Buttons required for this specific condition to be valid */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 RequiredButtons;
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// The button state required for condition to be valid i.e. pressed or released
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/** The button state required for condition to be valid i.e. pressed or released */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EFFButtonState RequiredButtonState;
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/*
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* How many ticks that can be checked since the last valid input condition was found before
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* this condition is considered not valid/found in the input buffer
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 TimeoutDuration;
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FFFInputCondition()
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: RequiredButtons(0)
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, RequiredButtonState(EFFButtonState::BTNS_Pressed)
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, TimeoutDuration(0)
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{
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}
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};
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@ -72,12 +81,8 @@ struct FFFInputSequence
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FFFInputCondition> Sequence;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MaxDuration;
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FFFInputSequence()
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: MaxDuration(0)
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{
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}
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};
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