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Binary file not shown.
@ -4,8 +4,12 @@ This library provides actors, components, and other general data structures that
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### To-Do
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- [ ] State Machine
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- [ ] Input Buffer
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- [X] State Machine
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- [X] Input Buffer
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- [ ] Unit tests
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- [ ] Generic "Actor" class for any game affecting actors that need to run at a fixed tick & rollback
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- [ ] Interfaces/virtual functions for rolling back and resimulating objects
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- [ ] Methods for queueing animations/VFX/SFX when re-simulating
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### Setup
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@ -0,0 +1,31 @@
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// Project Sword & Gun Copyright Kevin Poretti
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#include "GameplayFramework/FFAIController.h"
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AFFAIController::AFFAIController()
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{
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InputBuffer = CreateDefaultSubobject<UFFInputBufferComponent>(TEXT("InputBuffer"));
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bWantsPlayerState = true;
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}
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bool AFFAIController::CheckInputSequence(const FFFInputSequence& InInputSequence)
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{
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return false;
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}
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bool AFFAIController::CheckInputSequences(const TArray<FFFInputSequence>& InInputSequences)
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{
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return false;
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}
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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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void AFFAIController::DisableMostRecentInput()
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{
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check(InputBuffer);
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InputBuffer->DisableMostRecentInput();
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}
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@ -0,0 +1,42 @@
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// Project Sword & Gun Copyright Kevin Poretti
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#pragma once
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// FF includes
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#include "State/IFFStateOwnerInterface.h"
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#include "Input/FFInputBufferComponent.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "FFAIController.generated.h"
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/**
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*
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API AFFAIController : public AAIController, public IFFStateOwnerInterface
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{
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GENERATED_BODY()
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public:
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AFFAIController();
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// IFFStateOwnerInterface
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UFUNCTION(BlueprintCallable, Category="UFF State Owner Interface")
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
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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 GetMoveInputAsWorldDirection() const override;
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virtual void DisableMostRecentInput() override;
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// End of IFFStateOwnerInterface
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protected:
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/** Input Buffer component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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UFFInputBufferComponent* InputBuffer;
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};
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@ -1,7 +1,13 @@
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// Project Sword & Gun Copyright Kevin Poretti
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// Unreal Fighting Framework by Kevin Poretti
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#include "GameplayFramework/FFGameState.h"
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// FF includes
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#include "Input/FFPlayerController.h"
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// UE includes
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#include "Kismet/GameplayStatics.h"
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void AFFGameState::OnFixedTick(float OneTick)
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{
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}
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@ -11,15 +17,50 @@ void AFFGameState::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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/*
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* TODO: I want to reinvestigate how we're collecting and applying inputs. I seem to keep getting
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* weird timing issues due to how Unreal collects and informs the game of inputs through function
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* callbacks rather than some mechanism where we can poll the state of various actions/axes when
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* it comes time to update. The investigation should be two-fold:
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*
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* 1 - is there any alternative ways of using the EnhancedInputComponent but polling for inputs
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* rather than this whole callback system, so when it is time to tick the game state we can just
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* do something like a bool bIsJumpPressed = GetActionValue("Jump") for all inputs and axes
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* we need to collect?
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*
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* 2 - if there isn't any polling mechanism in the EnhancedInputComponent, how can we work around
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* that and what are some of the things we have to keep in mind? What happens when the Unreal tick
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* rate is slower than the game tick rate? Do we just apply the current input to multiple game ticks?
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* What about when Unreal's tick rate is faster than the game? Would that make the game feel
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* unresponsive i.e. feel like inputs are getting dropped?
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*
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* 3 - would like to know more about EnhancedInputComponent and inputs in Unreal in general as well.
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* Are inputs collected in a separate thread? How does unreal determine when to call any input callbacks
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* you've registered with the input component?
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*/
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// Get inputs
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AFFPlayerController* PC = Cast<AFFPlayerController>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
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if(!PC)
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{
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UE_LOG(LogTemp, Warning, TEXT("Could not get a local player controller so no inputs could be collected"));
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return;
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}
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PC->ModifyRawInput();
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// Run anything game logic related at a fixed tick rate
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// TODO: Interpolate between prev and current game state if there is time left in accumulator
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AccumulatedTime += DeltaSeconds;
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while(AccumulatedTime > ONE_TICK)
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{
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PC->AddCurrentInputToBuffer();
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OnFixedTick(ONE_TICK);
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AccumulatedTime -= ONE_TICK;
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CurrentTick++;
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}
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PC->ConsumeMoveInput();
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}
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@ -1,4 +1,4 @@
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// Project Sword & Gun Copyright Kevin Poretti
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// Unreal Fighting Framework by Kevin Poretti
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#pragma once
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@ -18,29 +18,37 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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{
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if(InputSequence.Sequence.IsEmpty())
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{
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UE_LOG(LogTemp, Error,
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UE_LOG(LogTemp, Warning,
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TEXT("FFInputBufferComponent :: CheckInputSequence - tried to check input sequence but it was empty"));
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return false;
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}
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int CondIdx = InputSequence.Sequence.Num() - 1;
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int ElapsedFrames = 0;
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for(int InpIdx = InputBuffer.Num() - 1; InpIdx > 1; InpIdx--)
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for(int InpIdx = InputBuffer.Num() - 1; InpIdx > 0; InpIdx--)
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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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// TODO: If you have a sequence that is defined as something like button 1 pressed + button 2 pressed
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// and the buttons are pressed on the same exact frame, then this implementation will not
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// account for that. We should keep checking the sequences against the current frame's
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// inputs until no sequences are detected, then continue on checking through the input buffer.
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case EFFButtonState::BTNS_Pressed:
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if(!(PrevInput & RequiredButtons | PrevDisable) &&
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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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@ -48,12 +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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@ -69,10 +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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@ -81,6 +97,16 @@ bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSe
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void UFFInputBufferComponent::DisableMostRecentInput()
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{
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if(InputBuffer.Num() < 2)
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{
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return;
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}
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InputBuffer[InputBuffer.Num() - 1].DisabledButtons |= InputBuffer[InputBuffer.Num() - 1].Buttons;
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InputBuffer[InputBuffer.Num() - 2].DisabledButtons |= InputBuffer[InputBuffer.Num() - 2].Buttons;
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}
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void UFFInputBufferComponent::FlushBuffer()
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{
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InputBuffer.Flush();
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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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@ -30,7 +31,7 @@ struct FFFInputState
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GENERATED_BODY()
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FVector2D MoveAxes;
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FVector2D LookAxes;
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FRotator LookRot;
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UPROPERTY(EditAnywhere, Meta = (Bitmask))
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int32 Buttons;
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@ -38,7 +39,7 @@ struct FFFInputState
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|
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FFFInputState()
|
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: MoveAxes(FVector2D::ZeroVector)
|
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, LookAxes(FVector2D::ZeroVector)
|
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, LookRot(FRotator::ZeroRotator)
|
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, Buttons(0)
|
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, DisabledButtons(0)
|
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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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|
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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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|
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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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/*
|
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* 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
|
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*/
|
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 TimeoutDuration;
|
||||
|
||||
FFFInputCondition()
|
||||
: RequiredButtons(0)
|
||||
, RequiredButtonState(EFFButtonState::BTNS_Pressed)
|
||||
, TimeoutDuration(0)
|
||||
{
|
||||
}
|
||||
};
|
||||
@ -72,12 +81,8 @@ struct FFFInputSequence
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FFFInputCondition> Sequence;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int32 MaxDuration;
|
||||
|
||||
|
||||
FFFInputSequence()
|
||||
: MaxDuration(0)
|
||||
{
|
||||
}
|
||||
};
|
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@ -96,6 +101,8 @@ public:
|
||||
|
||||
void DisableMostRecentInput();
|
||||
|
||||
void FlushBuffer();
|
||||
|
||||
protected:
|
||||
/** The underlying buffer data structure for holding past input states */
|
||||
TCircleBuffer<FFFInputState, 120> InputBuffer;
|
||||
|
@ -7,6 +7,7 @@
|
||||
|
||||
// UE includes
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
AFFPlayerController::AFFPlayerController()
|
||||
{
|
||||
@ -25,13 +26,37 @@ void AFFPlayerController::ModifyRawInput()
|
||||
}
|
||||
|
||||
|
||||
void AFFPlayerController::FixedTick(float OneFrame)
|
||||
bool AFFPlayerController::HasMoveInput()
|
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{
|
||||
// TODO: configurable deadzone
|
||||
return !ModifiedInput.MoveAxes.IsNearlyZero();
|
||||
}
|
||||
|
||||
|
||||
void AFFPlayerController::ConsumeMoveInput()
|
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{
|
||||
RawInput.MoveAxes = FVector2D::ZeroVector;
|
||||
}
|
||||
|
||||
|
||||
FVector AFFPlayerController::GetMoveInputAsWorldDirection() const
|
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{
|
||||
FRotator ViewRotationYaw = FRotator(0.0f, ModifiedInput.LookRot.Yaw, 0.0f);
|
||||
FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ModifiedInput.MoveAxes.Y;
|
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FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotationYaw) * ModifiedInput.MoveAxes.X;
|
||||
|
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return ForwardInput + RightInput;
|
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}
|
||||
|
||||
|
||||
void AFFPlayerController::AddCurrentInputToBuffer()
|
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{
|
||||
//UnacknowledgedInputs.Push(RawInput);
|
||||
InputBuffer->AddInput(ModifiedInput);
|
||||
//SendInputsToRemote();
|
||||
}
|
||||
|
||||
|
||||
bool AFFPlayerController::CheckInputSequence(const FFFInputSequence& InInputSequence)
|
||||
{
|
||||
return InputBuffer->CheckInputSequence(InInputSequence);
|
||||
@ -56,6 +81,7 @@ bool AFFPlayerController::CheckInputSequences(const TArray<FFFInputSequence>& In
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void AFFPlayerController::DisableMostRecentInput()
|
||||
{
|
||||
InputBuffer->DisableMostRecentInput();
|
||||
@ -77,3 +103,12 @@ void AFFPlayerController::SetupInputComponent()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AFFPlayerController::FlushPressedKeys()
|
||||
{
|
||||
Super::FlushPressedKeys();
|
||||
|
||||
RawInput.Buttons = 0;
|
||||
RawInput.MoveAxes = FVector2D::ZeroVector;
|
||||
}
|
||||
|
@ -20,7 +20,7 @@
|
||||
* unacknowledged inputs to a remote client or server for processing.
|
||||
*/
|
||||
UCLASS()
|
||||
class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFSystemInterface, public IFFStateOwnerInterface
|
||||
class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFStateOwnerInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@ -36,7 +36,7 @@ public:
|
||||
* @brief Gets the current input after cleaning/modifying the raw input state
|
||||
* @return the current input
|
||||
*/
|
||||
virtual FFFInputState GetModifiedInput() const { return ModifiedInput; };
|
||||
virtual FFFInputState GetModifiedInput() const { return ModifiedInput; }
|
||||
|
||||
/**
|
||||
* @brief Function called before inputs are passed to the game logic to update the game state.
|
||||
@ -47,22 +47,40 @@ public:
|
||||
*/
|
||||
virtual void ModifyRawInput();
|
||||
|
||||
// IFFSystemInterface interface
|
||||
virtual void FixedTick(float OneFrame) override;
|
||||
// End of IFFSystemInterface
|
||||
/**
|
||||
* @brief Checks if the current input state has movement input being applied
|
||||
* @return True if move axes is non-zero, false otherwise
|
||||
*/
|
||||
UFUNCTION(BlueprintPure)
|
||||
bool HasMoveInput();
|
||||
|
||||
// IFFStateOwnerInterface
|
||||
/**
|
||||
* @brief Zeroes out the raw movement axes after input has been processed
|
||||
*/
|
||||
void ConsumeMoveInput();
|
||||
|
||||
/**
|
||||
* @brief Adds the current state of the player input to the input buffer for processing and
|
||||
* interpretation after input has been cleaned
|
||||
*/
|
||||
void AddCurrentInputToBuffer();
|
||||
|
||||
// IFFStateOwnerInterface
|
||||
UFUNCTION()
|
||||
virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
|
||||
|
||||
UFUNCTION()
|
||||
virtual bool CheckInputSequences(const TArray<FFFInputSequence>& InputSequences) override;
|
||||
|
||||
virtual FVector GetMoveInputAsWorldDirection() const override;
|
||||
|
||||
virtual void DisableMostRecentInput() override;
|
||||
// End of IFFStateOwnerInterface
|
||||
|
||||
// APlayerController interface
|
||||
virtual void SetupInputComponent() override;
|
||||
|
||||
virtual void FlushPressedKeys() override;
|
||||
// End of APlayerController interface
|
||||
|
||||
protected:
|
||||
|
@ -57,13 +57,22 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
|
||||
return false;
|
||||
}
|
||||
|
||||
return OnCanTransition(InStateContext);
|
||||
return OnCanTransition(InStateContext) && !bIsFollowupState;
|
||||
}
|
||||
|
||||
|
||||
void UFFState::Enter(const FFFStateContext& InStateContext)
|
||||
{
|
||||
PlayMontage(InStateContext);
|
||||
|
||||
if(bDisableMostRecentInputOnEntry)
|
||||
{
|
||||
IFFStateOwnerInterface* PC = Cast<IFFStateOwnerInterface>(InStateContext.Owner);
|
||||
if(PC)
|
||||
{
|
||||
PC->DisableMostRecentInput();
|
||||
}
|
||||
}
|
||||
|
||||
OnEnter(InStateContext);
|
||||
}
|
||||
@ -71,8 +80,6 @@ void UFFState::Enter(const FFFStateContext& InStateContext)
|
||||
|
||||
void UFFState::Exit(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason)
|
||||
{
|
||||
|
||||
|
||||
if(InStateContext.Avatar &&
|
||||
(bStopMontageOnStateEnd && StateFinishReason == EFFStateFinishReason::SFT_DurationMetOrExceeded || StateFinishReason == EFFStateFinishReason::SFT_Interrupted) ||
|
||||
(bStopMontageOnMovementModeChange && StateFinishReason == EFFStateFinishReason::SFT_NotInReqMovementMode))
|
||||
@ -133,28 +140,24 @@ void UFFState::MovementModeChanged(EMovementMode PrevMovementMode, uint8 Previou
|
||||
{
|
||||
OnMovementModeChanged(PrevMovementMode, PreviousCustomMode,
|
||||
NewMovementMode, NewCustomMode, InStateContext);
|
||||
|
||||
// TODO: Movement mode MOVE_None means movement is disabled but in this context it means no movement
|
||||
// mode is specifically required to stay in this state i.e. changing from falling to walking
|
||||
// will not exit out of this state. I think I want to use my own movement mode enum just so I
|
||||
// can explicitly document this is what is meant by none
|
||||
if((ReqMovementMode != EMovementMode::MOVE_None && NewMovementMode != ReqMovementMode) ||
|
||||
((ReqMovementMode == MOVE_Custom) && NewCustomMode != RequiredCustomMode))
|
||||
{
|
||||
Finish(InStateContext, EFFStateFinishReason::SFT_NotInReqMovementMode);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UFFState::Hit(const FFFStateContext& InStateContext)
|
||||
void UFFState::AttackHit(const FHitResult& HitResult, const FFFStateContext& InStateContext)
|
||||
{
|
||||
OnHit(InStateContext);
|
||||
OnAttackHit(HitResult, InStateContext);
|
||||
}
|
||||
|
||||
|
||||
void UFFState::Block(const FFFStateContext& InStateContext)
|
||||
void UFFState::HitTaken(const FFFStateContext& InStateContext)
|
||||
{
|
||||
OnBlock(InStateContext);
|
||||
OnHitTaken(InStateContext);
|
||||
}
|
||||
|
||||
|
||||
void UFFState::BlockTaken(const FFFStateContext& InStateContext)
|
||||
{
|
||||
OnBlockTaken(InStateContext);
|
||||
}
|
||||
|
||||
|
||||
@ -166,18 +169,24 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
|
||||
// the appropriate flags are set. I think having this state finish reason is good but I may want
|
||||
// to rethink the way we handle logic for ending a state and which class is in charge of handling
|
||||
// what
|
||||
InStateContext.Parent->GoToEntryState(StateFinishReason);
|
||||
|
||||
if(GetFollowupState(InStateContext) != NAME_None)
|
||||
{
|
||||
InStateContext.Parent->GoToState(GetFollowupState(InStateContext), StateFinishReason);
|
||||
}
|
||||
else
|
||||
{
|
||||
InStateContext.Parent->GoToEntryState(StateFinishReason);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UFFState::RegisterInputHandler(const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate)
|
||||
FName UFFState::GetFollowupState_Implementation(const FFFStateContext& InStateContext)
|
||||
{
|
||||
FFFInputEventHandler TempHandler;
|
||||
TempHandler.RequiredSequence = InRequiredSequence;
|
||||
TempHandler.Delegate = InDelegate;
|
||||
InputHandlers.Add(TempHandler);
|
||||
return FollowupState;
|
||||
}
|
||||
|
||||
|
||||
void UFFState::PlayMontage(const FFFStateContext& InStateContext)
|
||||
{
|
||||
// TODO: think of a better way to handle optionally playing montages other than the one set as MontageToPlay
|
||||
|
@ -35,6 +35,11 @@ struct FFFStateContext
|
||||
|
||||
DECLARE_DYNAMIC_DELEGATE_OneParam(FFFInputEventDelegate, const FFFStateContext&, InStateContext);
|
||||
|
||||
/*
|
||||
* TODO: check if this is even used anymore and if not delete? I recall using this in a few
|
||||
* states/actions but it was a pain to use and I switched to checking an input sequence directly in
|
||||
* a state's update function
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFFInputEventHandler
|
||||
{
|
||||
@ -52,10 +57,15 @@ struct FFFInputEventHandler
|
||||
UENUM(BlueprintType)
|
||||
enum class EFFStateFinishReason : uint8
|
||||
{
|
||||
// TODO: document
|
||||
/** State ended due to another state's entry condition being satisfied */
|
||||
SFT_Interrupted UMETA(DisplayName="Interrupted"),
|
||||
|
||||
/** State ended because the number of ticks in this state exceeded state's duration property */
|
||||
SFT_DurationMetOrExceeded UMETA(DisplayName="Duration Reached"),
|
||||
|
||||
/** State ended because the owner is no longer in the movement mode required by the state */
|
||||
SFT_NotInReqMovementMode UMETA(DisplayName="Not In Required Movement Mode"),
|
||||
|
||||
SFT_MAX UMETA(Hidden)
|
||||
};
|
||||
|
||||
@ -112,6 +122,13 @@ public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
TArray<FFFInputSequence> InputSequences;
|
||||
|
||||
/**
|
||||
* Should the most recent input in the controlling player's input buffer be disabled when
|
||||
* entering this state?
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
bool bDisableMostRecentInputOnEntry = true;
|
||||
|
||||
/**
|
||||
* If true the state can transition from itself into itself without having to go through
|
||||
* another state like Idle
|
||||
@ -119,12 +136,24 @@ public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
bool bCanTransitionToSelf = false;
|
||||
|
||||
/**
|
||||
* Specifies whether a state is a followup state or not.
|
||||
*
|
||||
* Followup states are states that should only be transitioned into from another specific state
|
||||
* but otherwise have no other specific conditions that need to be met to transition.
|
||||
* Setting this flag to true when there are no other conditions prevents this state from
|
||||
* constantly being transitioned into by the state machine.
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
TEnumAsByte<EMovementMode> ReqMovementMode;
|
||||
|
||||
bool bIsFollowupState = false;
|
||||
|
||||
/**
|
||||
* State to transition to when this state is finished. If left blank then the entry state
|
||||
* of the state machine will be transitioned into.
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
|
||||
uint8 RequiredCustomMode;
|
||||
|
||||
FName FollowupState = NAME_None;
|
||||
|
||||
/**
|
||||
* Animation to begin playing when this state is entered
|
||||
*/
|
||||
@ -168,7 +197,7 @@ public:
|
||||
*
|
||||
* Calls appropriate Blueprint hooks.
|
||||
*
|
||||
* TODO: document StateFinishReason
|
||||
* @param StateFinishReason the reason the state is ending i.e. the state's duration elapse
|
||||
*/
|
||||
virtual void Exit(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
|
||||
|
||||
@ -181,20 +210,40 @@ public:
|
||||
*/
|
||||
virtual void Update(float OneFrame, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
/**
|
||||
* Called whenever state owners lands on a walkable surface after they were previously falling.
|
||||
*
|
||||
* Calls appropriate Blueprint hooks.
|
||||
*
|
||||
* @param Hit Hit result for the surface that was landed on
|
||||
*/
|
||||
virtual void Landed(const FHitResult& Hit, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
/**
|
||||
* @brief Called whenever the state's owner current movement mode changes
|
||||
*
|
||||
* Calls appropriate Blueprint hooks.
|
||||
*
|
||||
* @param PrevMovementMode previous movement mode.
|
||||
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
|
||||
* @param NewMovementMode new movement mode
|
||||
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
|
||||
*/
|
||||
virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
|
||||
EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
virtual void AttackHit(const FHitResult& HitResult, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
// TODO: call this callback when the avatar is hit
|
||||
// TODO: pass in hitdata struct as well
|
||||
virtual void Hit(const FFFStateContext& InStateContext);
|
||||
virtual void HitTaken(/*const FHitParams& HitParams,*/ const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
// TODO: call this callback when the avatar blocks a hit
|
||||
// TODO: pass in hitdata struct as well
|
||||
virtual void Block(const FFFStateContext& InStateContext);
|
||||
virtual void BlockTaken(const FFFStateContext& InStateContext);
|
||||
|
||||
/**
|
||||
* Called when you want to exit from this state but no eligible transitions exist to other states,
|
||||
@ -211,13 +260,8 @@ public:
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable)
|
||||
virtual void Finish(const FFFStateContext& InStateContext, EFFStateFinishReason StateFinishReason);
|
||||
|
||||
// TODO: document
|
||||
UFUNCTION(BlueprintCallable)
|
||||
virtual void RegisterInputHandler(
|
||||
const FFFInputSequence& InRequiredSequence, FFFInputEventDelegate InDelegate);
|
||||
|
||||
// TODO: document
|
||||
|
||||
/** @brief Blueprint hook for when the state is first created. */
|
||||
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
|
||||
void OnInit(const FFFStateContext& InStateContext);
|
||||
|
||||
@ -247,21 +291,47 @@ public:
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnUpdate(float OneFrame, const FFFStateContext& InStateContext);
|
||||
|
||||
/**
|
||||
* Returns the next state to transition into when this state finishes.
|
||||
*
|
||||
* This is called during the Finish function, either when the state duration is reached or the
|
||||
* state is manually finished due to some other logic.
|
||||
*
|
||||
* By default this returns the name of the state specified by the FollowupState property or
|
||||
* NAME_None if the FollowupState is not specified.
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
|
||||
FName GetFollowupState(const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: Don't like this at all and needs to be refactored or redesigned
|
||||
UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")
|
||||
void PlayMontage(const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: Don't like this at all and needs to be refactored or redesigned
|
||||
/**
|
||||
* Blueprint hook for overriding the logic for when a anim montage plays at the start of a state
|
||||
* @param InStateContext
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
|
||||
void OnPlayMontage(const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
|
||||
/**
|
||||
* @brief Blueprint hook for whenever state owners lands on a walkable surface after they were
|
||||
* previously falling.
|
||||
*
|
||||
* @param Hit Hit result for the surface that was landed on
|
||||
*/
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnLanded(const FHitResult& Hit, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
/**
|
||||
* @brief Blueprint hook whenever the state's owner current movement mode changes
|
||||
*
|
||||
* @param PrevMovementMode previous movement mode.
|
||||
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
|
||||
* @param NewMovementMode new movement mode
|
||||
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
|
||||
*/
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
|
||||
EMovementMode NewMovementMode, uint8 NewCustomMode, const FFFStateContext& InStateContext);
|
||||
@ -269,12 +339,16 @@ public:
|
||||
// TODO: document
|
||||
// TODO: pass in hitdata struct as well
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnHit(const FFFStateContext& InStateContext);
|
||||
void OnAttackHit(const FHitResult& Hit, const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnHitTaken(/*const FHitParams,*/ const FFFStateContext& InStateContext);
|
||||
|
||||
// TODO: document
|
||||
// TODO: pass in hitdata struct as well
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="UFF|State|Events")
|
||||
void OnBlock(const FFFStateContext& InStateContext);
|
||||
void OnBlockTaken(/*const FHitParams,*/ const FFFStateContext& InStateContext);
|
||||
|
||||
// UObject interface
|
||||
virtual UWorld* GetWorld() const override;
|
||||
|
@ -102,21 +102,10 @@ void UFFStateMachineComponent::GoToState(UFFState* NewState, EFFStateFinishReaso
|
||||
{
|
||||
check(CurrentState);
|
||||
check(NewState);
|
||||
|
||||
// if state being transitioned into requires an input sequence we need to disable the most
|
||||
// recent input in the player controller input buffer to prevent unwanted "double firing" of
|
||||
// actions that have short durations but very lenient required input sequences
|
||||
if(NewState->InputSequences.Num() > 0)
|
||||
{
|
||||
IFFStateOwnerInterface* PC = Cast<IFFStateOwnerInterface>(Owner);
|
||||
if(PC)
|
||||
{
|
||||
PC->DisableMostRecentInput();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
CurrentState->Exit(GetCurrentStateContext(), StateFinishReason);
|
||||
TicksInState = 0;
|
||||
OnLandedTick = 0;
|
||||
TickStateWasEntered = GetWorld()->GetGameState<AFFGameState>()->GetCurrentTick();
|
||||
CurrentSubStateLabel = NAME_None;
|
||||
NewState->Enter(GetCurrentStateContext());
|
||||
@ -161,6 +150,8 @@ void UFFStateMachineComponent::Landed(const FHitResult& Hit)
|
||||
{
|
||||
check(CurrentState)
|
||||
|
||||
OnLandedTick = GetWorld()->GetGameState<AFFGameState>()->GetCurrentTick();
|
||||
|
||||
CurrentState->Landed(Hit, GetCurrentStateContext());
|
||||
}
|
||||
|
||||
@ -183,6 +174,16 @@ void UFFStateMachineComponent::MovementModeChanged(EMovementMode PrevMovementMod
|
||||
NewMovementMode, NewCustomMode, GetCurrentStateContext());
|
||||
}
|
||||
|
||||
void UFFStateMachineComponent::AttackHit(const FHitResult& HitResult)
|
||||
{
|
||||
check(CurrentState)
|
||||
CurrentState->AttackHit(HitResult, GetCurrentStateContext());
|
||||
}
|
||||
|
||||
void UFFStateMachineComponent::TakeHit()
|
||||
{
|
||||
CurrentState->HitTaken(GetCurrentStateContext());
|
||||
}
|
||||
|
||||
void UFFStateMachineComponent::FixedTick(float OneFrame)
|
||||
{
|
||||
@ -233,7 +234,7 @@ UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName)
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning,
|
||||
UE_LOG(LogTemp, Error,
|
||||
TEXT("Could not find state in state machine with name %s"), *StateName.ToString());
|
||||
|
||||
return nullptr;
|
||||
|
@ -73,8 +73,10 @@ public:
|
||||
*
|
||||
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
|
||||
*
|
||||
* TODO: document StateFinishReason
|
||||
* @param StateFinishReason the reason the current state is ending i.e. the current state's
|
||||
* duration elapsed
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void GoToState(FName NewStateName, EFFStateFinishReason StateFinishReason);
|
||||
|
||||
/**
|
||||
@ -82,14 +84,16 @@ public:
|
||||
*
|
||||
* Triggers the Exit callback on the CurrentState and the Enter callback on the new state
|
||||
*
|
||||
* TODO: document StateFinishReason
|
||||
* @param StateFinishReason the reason the current state is ending i.e. the current state's
|
||||
* duration elapsed
|
||||
*/
|
||||
void GoToState(UFFState* NewState, EFFStateFinishReason StateFinishReason);
|
||||
|
||||
/**
|
||||
* Transitions from CurrentState to the default entry state
|
||||
*
|
||||
* TODO: document StateFinishReason
|
||||
* @param StateFinishReason the reason the current state is ending i.e. the current state's
|
||||
* duration elapsed
|
||||
*/
|
||||
void GoToEntryState(EFFStateFinishReason StateFinishReason);
|
||||
|
||||
@ -104,6 +108,14 @@ public:
|
||||
UFUNCTION(BlueprintPure)
|
||||
FORCEINLINE int64 GetTickStateWasEntered() const { return TickStateWasEntered; }
|
||||
|
||||
/**
|
||||
* Returns the tick number which corresponds to when the On Landed event fired
|
||||
*
|
||||
* The tick number represents the ticks that have elapsed since the game began.
|
||||
*/
|
||||
UFUNCTION(BlueprintPure)
|
||||
FORCEINLINE int64 GetOnLandedTick() const { return OnLandedTick; }
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
const UFFState* GetCurrentState() const { return const_cast<UFFState*>(CurrentState); }
|
||||
|
||||
@ -123,16 +135,38 @@ public:
|
||||
void SetSubStateLabel(FName InSubStateLabel);
|
||||
|
||||
/**
|
||||
*
|
||||
* TODO: document
|
||||
*/
|
||||
FFFStateContext GetCurrentStateContext();
|
||||
|
||||
// Events
|
||||
/**
|
||||
* Called whenever state machine's owner lands on a walkable surface after they were previously falling.
|
||||
*
|
||||
* @param Hit Hit result for the surface that was landed on
|
||||
*/
|
||||
virtual void Landed(const FHitResult& Hit);
|
||||
|
||||
/**
|
||||
* @brief Called whenever the state machine's owner current movement mode changes
|
||||
*
|
||||
* Calls appropriate Blueprint hooks.
|
||||
*
|
||||
* @param PrevMovementMode previous movement mode.
|
||||
* @param PreviousCustomMode previous movement mode if PrevMovementMode is MOVE_Custom
|
||||
* @param NewMovementMode new movement mode
|
||||
* @param NewCustomMode new movement mode if NewMovementMode is MOVE_Custom
|
||||
*/
|
||||
virtual void MovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode,
|
||||
EMovementMode NewMovementMode, uint8 NewCustomMode);
|
||||
|
||||
// TODO: document
|
||||
virtual void AttackHit(const FHitResult& HitResult);
|
||||
|
||||
// TODO: document
|
||||
// TODO: bring HitParams struct into FightingFramework
|
||||
virtual void TakeHit(/* const FHitParams& HitParams*/);
|
||||
|
||||
FOnStateTransitionSignature OnStateTransition;
|
||||
|
||||
// IFFSystemInterface interface
|
||||
@ -158,19 +192,27 @@ protected:
|
||||
int64 TicksInState;
|
||||
|
||||
/**
|
||||
* The tick number which corresponds to when this state was entered into.
|
||||
* The tick number which corresponds to when the current state was entered.
|
||||
*
|
||||
* The tick number represents the ticks that have elapsed since the game began.
|
||||
*/
|
||||
int64 TickStateWasEntered;
|
||||
|
||||
/**
|
||||
* The tick number which corresponds to when the On Landed event was called for the current tick.
|
||||
*
|
||||
* The tick number represents the ticks that have elapsed since the game began.
|
||||
*/
|
||||
int64 OnLandedTick;
|
||||
|
||||
/** Current active state for this state machine */
|
||||
UPROPERTY()
|
||||
UFFState* CurrentState;
|
||||
|
||||
/** Current SubState label or NAME_None if there is no SubState label set for the current state*/
|
||||
/** Current SubState label or NAME_None if there is no SubState label set for the current state */
|
||||
FName CurrentSubStateLabel;
|
||||
|
||||
// TODO: should be a TMap
|
||||
// States that have been added
|
||||
UPROPERTY()
|
||||
TArray<UFFState*> States;
|
||||
|
@ -2,6 +2,10 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
// FF includes
|
||||
#include "Input/FFInputBufferComponent.h"
|
||||
|
||||
// UE includes
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
@ -14,18 +18,46 @@ class UFFStateOwnerInterface : public UInterface
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* TODO: document
|
||||
*/
|
||||
|
||||
// TODO: why is this an interface again?
|
||||
class UNREALFIGHTINGFRAMEWORK_API IFFStateOwnerInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* @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;
|
||||
|
||||
|
||||
/**
|
||||
* @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;
|
||||
|
||||
/**
|
||||
* @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;
|
||||
|
||||
/**
|
||||
* @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;
|
||||
};
|
||||
|
139
Source/UnrealFightingFramework/Tests/InputBufferTests.cpp
Normal file
139
Source/UnrealFightingFramework/Tests/InputBufferTests.cpp
Normal file
@ -0,0 +1,139 @@
|
||||
// Unreal Fighting Framework by Kevin Poretti
|
||||
|
||||
// FF includes
|
||||
#include "Input/FFInputBufferComponent.h"
|
||||
|
||||
// UE includes
|
||||
#include "CoreMinimal.h"
|
||||
#include "Misc/AutomationTest.h"
|
||||
|
||||
#if WITH_DEV_AUTOMATION_TESTS
|
||||
|
||||
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FInputBufferTest, "FightingFramework.Input.InputBuffer",
|
||||
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter)
|
||||
bool FInputBufferTest::RunTest(const FString& Parameters)
|
||||
{
|
||||
TStrongObjectPtr<UWorld> World = TStrongObjectPtr(UWorld::CreateWorld(EWorldType::Game, false));
|
||||
// Create a dummy actor
|
||||
TStrongObjectPtr<AActor> InputBufferOwner = TStrongObjectPtr<AActor>(World->SpawnActor<AActor>());
|
||||
TestTrue(TEXT("Create InputBufferOwner"), InputBufferOwner.IsValid());
|
||||
UFFInputBufferComponent* InputBuffer =
|
||||
NewObject<UFFInputBufferComponent>(InputBufferOwner.Get(),
|
||||
UFFInputBufferComponent::StaticClass(), TEXT("InputBuffer"));
|
||||
InputBuffer->RegisterComponent();
|
||||
|
||||
// InputBuffer must be able to be created as a subobject of an actor
|
||||
{
|
||||
TestNotNull(TEXT("Create new InputBuffer component"), InputBuffer);
|
||||
}
|
||||
|
||||
// InputBuffer should not attempt to evaluate an input sequence if there is only one input in
|
||||
// the buffer and should return false
|
||||
{
|
||||
FFFInputState InputDown;
|
||||
InputDown.Buttons = 0x00000001;
|
||||
|
||||
InputBuffer->AddInput(InputDown);
|
||||
|
||||
FFFInputCondition PressedCondition;
|
||||
PressedCondition.RequiredButtons = 0x00000001;
|
||||
PressedCondition.RequiredButtonState = EFFButtonState::BTNS_Pressed;
|
||||
PressedCondition.TimeoutDuration = 0;
|
||||
|
||||
FFFInputSequence PressedSequence;
|
||||
PressedSequence.Sequence.Add(PressedCondition);
|
||||
TestFalse(TEXT("Don't try to detect a sequence if only one input is present in the buffer"),
|
||||
InputBuffer->CheckInputSequence(PressedSequence));
|
||||
}
|
||||
|
||||
InputBuffer->FlushBuffer();
|
||||
|
||||
// InputBuffer should not attempt to evaluate an input sequence if the sequence has no input conditions
|
||||
{
|
||||
FFFInputState InputUp;
|
||||
InputUp.Buttons = 0x00000000;
|
||||
FFFInputState InputDown;
|
||||
InputDown.Buttons = 0x00000001;
|
||||
|
||||
InputBuffer->AddInput(InputUp);
|
||||
InputBuffer->AddInput(InputDown);
|
||||
|
||||
FFFInputSequence EmptySequence;
|
||||
TestFalse(TEXT("Don't try to detect a sequence if the sequence has no input conditions"),
|
||||
InputBuffer->CheckInputSequence(EmptySequence));
|
||||
}
|
||||
|
||||
InputBuffer->FlushBuffer();
|
||||
|
||||
// InputBuffer must detect simple button pressed condition
|
||||
{
|
||||
FFFInputState InputUp;
|
||||
InputUp.Buttons = 0x00000000;
|
||||
FFFInputState InputDown;
|
||||
InputDown.Buttons = 0x00000001;
|
||||
|
||||
InputBuffer->AddInput(InputUp);
|
||||
InputBuffer->AddInput(InputDown);
|
||||
|
||||
FFFInputCondition PressedCondition;
|
||||
PressedCondition.RequiredButtons = 0x00000001;
|
||||
PressedCondition.RequiredButtonState = EFFButtonState::BTNS_Pressed;
|
||||
PressedCondition.TimeoutDuration = 0;
|
||||
|
||||
FFFInputSequence PressedSequence;
|
||||
PressedSequence.Sequence.Add(PressedCondition);
|
||||
TestTrue(TEXT("Detect a single button press in the buffer"),
|
||||
InputBuffer->CheckInputSequence(PressedSequence));
|
||||
}
|
||||
|
||||
InputBuffer->FlushBuffer();
|
||||
|
||||
// InputBuffer must detect simple button released condition
|
||||
{
|
||||
FFFInputState InputUp;
|
||||
InputUp.Buttons = 0x0000000;
|
||||
FFFInputState InputDown;
|
||||
InputDown.Buttons = 0x00000001;
|
||||
|
||||
InputBuffer->AddInput(InputDown);
|
||||
InputBuffer->AddInput(InputUp);
|
||||
|
||||
FFFInputCondition ReleasedCondition;
|
||||
ReleasedCondition.RequiredButtons = 0x00000001;
|
||||
ReleasedCondition.RequiredButtonState = EFFButtonState::BTNS_Released;
|
||||
ReleasedCondition.TimeoutDuration = 0;
|
||||
|
||||
FFFInputSequence ReleasedSequence;
|
||||
ReleasedSequence.Sequence.Add(ReleasedCondition);
|
||||
TestTrue(TEXT("Detect a single button release in the buffer"),
|
||||
InputBuffer->CheckInputSequence(ReleasedSequence));
|
||||
}
|
||||
|
||||
InputBuffer->FlushBuffer();
|
||||
|
||||
// InputBuffer must detect simple button down condition
|
||||
{
|
||||
FFFInputState InputUp;
|
||||
InputUp.Buttons = 0x0000000;
|
||||
FFFInputState InputDown;
|
||||
InputDown.Buttons = 0x00000001;
|
||||
|
||||
InputBuffer->AddInput(InputUp);
|
||||
InputBuffer->AddInput(InputDown);
|
||||
|
||||
FFFInputCondition DownCondition;
|
||||
DownCondition.RequiredButtons = 0x00000001;
|
||||
DownCondition.RequiredButtonState = EFFButtonState::BTNS_Down;
|
||||
DownCondition.TimeoutDuration = 0;
|
||||
|
||||
FFFInputSequence DownSequence;
|
||||
DownSequence.Sequence.Add(DownCondition);
|
||||
TestTrue(TEXT("Detect a single button press in the buffer"),
|
||||
InputBuffer->CheckInputSequence(DownSequence));
|
||||
}
|
||||
|
||||
World->DestroyWorld(false);
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif //WITH_DEV_AUTOMATION_TESTS
|
@ -26,6 +26,7 @@ public class UnrealFightingFramework : ModuleRules
|
||||
{
|
||||
"Core",
|
||||
"EnhancedInput",
|
||||
"AIModule",
|
||||
// ... add other public dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
@ -108,6 +108,16 @@ public:
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Flushes the buffer of all contents
|
||||
*/
|
||||
void Flush()
|
||||
{
|
||||
WriteIdx = 0;
|
||||
ReadIdx = 0;
|
||||
_Num = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns the element at an index supplied to the function.
|
||||
* This function will account for write index offset and wraparound of the supplied index.
|
||||
@ -119,7 +129,7 @@ public:
|
||||
{
|
||||
return Buffer[(ReadIdx + Index) % L];
|
||||
}
|
||||
|
||||
|
||||
FORCEINLINE bool IsEmpty() const
|
||||
{
|
||||
return _Num == 0;
|
||||
|
Loading…
Reference in New Issue
Block a user