Implement separate timeout durations for each input condition
This commit is contained in:
parent
afc6781f5c
commit
ee8dff88ea
@ -29,10 +29,12 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
|
||||
{
|
||||
int32 RequiredButtons = InputSequence.Sequence[CondIdx].RequiredButtons;
|
||||
EFFButtonState RequiredButtonState = InputSequence.Sequence[CondIdx].RequiredButtonState;
|
||||
int32 TimeoutDuration = InputSequence.Sequence[CondIdx].TimeoutDuration;
|
||||
int32 PrevInput = InputBuffer[InpIdx - 1].Buttons;
|
||||
int32 CurrInput = InputBuffer[InpIdx].Buttons;
|
||||
int32 PrevDisable = InputBuffer[InpIdx - 1].DisabledButtons;
|
||||
int32 CurrDisable = InputBuffer[InpIdx].DisabledButtons;
|
||||
bool bCondFoundThisIteration = false;
|
||||
switch (RequiredButtonState)
|
||||
{
|
||||
// TODO: should it be (PrevInput & RequiredButtons) == RequiredButtons or what we have now?
|
||||
@ -45,6 +47,8 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
|
||||
CurrInput & RequiredButtons & ~CurrDisable)
|
||||
{
|
||||
CondIdx--;
|
||||
ElapsedFrames = 0;
|
||||
bCondFoundThisIteration = true;
|
||||
}
|
||||
break;
|
||||
case EFFButtonState::BTNS_Released:
|
||||
@ -52,12 +56,16 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
|
||||
!(CurrInput & RequiredButtons | CurrDisable))
|
||||
{
|
||||
CondIdx--;
|
||||
ElapsedFrames = 0;
|
||||
bCondFoundThisIteration = true;
|
||||
}
|
||||
break;
|
||||
case EFFButtonState::BTNS_Down:
|
||||
if(CurrInput & RequiredButtons & ~CurrDisable)
|
||||
{
|
||||
CondIdx--;
|
||||
ElapsedFrames = 0;
|
||||
bCondFoundThisIteration = true;
|
||||
}
|
||||
break;
|
||||
// TODO: implement button held condition
|
||||
@ -73,12 +81,16 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
|
||||
return true;
|
||||
}
|
||||
|
||||
// No condition found this iteration, so increment elapse frames and see if current condition timed out
|
||||
if(!bCondFoundThisIteration)
|
||||
{
|
||||
ElapsedFrames++;
|
||||
if(ElapsedFrames > InputSequence.MaxDuration)
|
||||
if(ElapsedFrames > TimeoutDuration)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -17,6 +17,7 @@ enum class EFFButtonState : uint8
|
||||
BTNS_Pressed UMETA(DisplayName="Pressed"),
|
||||
BTNS_Released UMETA(DisplayName="Released"),
|
||||
BTNS_Down UMETA(DisplayName="Down"),
|
||||
//BTNS_Up UMETA(DisplayName="Up),
|
||||
//BTNS_Held UMETA(DisplayName="Held"),
|
||||
BTNS_MAX UMETA(Hidden)
|
||||
};
|
||||
@ -50,17 +51,25 @@ struct FFFInputCondition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
// Buttons required for this specific condition to be valid
|
||||
/** Buttons required for this specific condition to be valid */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 RequiredButtons;
|
||||
|
||||
// The button state required for condition to be valid i.e. pressed or released
|
||||
/** The button state required for condition to be valid i.e. pressed or released */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
EFFButtonState RequiredButtonState;
|
||||
|
||||
/*
|
||||
* How many ticks that can be checked since the last valid input condition was found before
|
||||
* this condition is considered not valid/found in the input buffer
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 TimeoutDuration;
|
||||
|
||||
FFFInputCondition()
|
||||
: RequiredButtons(0)
|
||||
, RequiredButtonState(EFFButtonState::BTNS_Pressed)
|
||||
, TimeoutDuration(0)
|
||||
{
|
||||
}
|
||||
};
|
||||
@ -73,11 +82,7 @@ struct FFFInputSequence
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FFFInputCondition> Sequence;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 MaxDuration;
|
||||
|
||||
FFFInputSequence()
|
||||
: MaxDuration(0)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user