102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
// Unreal Fighting Engine by Kevin Poretti
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "FEState.generated.h"
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/**
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* A state is an object that provides rules and conditions for when a state can be transitioned into
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* and logic to run when the state is entered, exited, and active.
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*/
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UCLASS()
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class UNREALFIGHTINGENGINE_API UFEState : public UObject
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{
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GENERATED_BODY()
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public:
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/**
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* Initializes pointers to what owns this state and what avatar this state represents.
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*/
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virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
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/** Name of this state */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFE|State")
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FName Name;
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/** Conditions that need to be met in order for this state to be transitioned into */
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UPROPERTY(EditAnywhere)
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TArray<uint8> EntryConditions;
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/** What is this state's category. Used for determining what types of state can prematurely cancel this one. */
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UPROPERTY(EditAnywhere)
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uint8 StateType;
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/** How many ticks have elapsed since this state was entered */
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UPROPERTY(BlueprintReadOnly, Category="UFE|State")
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int32 TicksInState;
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/**
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* Called whenever this state is transitioned into.
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*
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* Resets TicksInState and calls appropriate Blueprint hooks
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*/
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void Enter();
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/**
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* Called whenever this state is transitioned out of into a new state.
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*/
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void Exit();
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/**
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* Called whenever this state is active and the game logic ticks.
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*
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* Increments TicksInState and calls appropriate Blueprint hooks.
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*
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* @param OneFrame the time that elapses during one fixed tick
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*/
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void FixedTick(float OneFrame);
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/**
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* Blueprint hook that is called whenever this state is transitioned into
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
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void OnEnter();
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/**
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* Blueprint hook that is called whenever this state is transitioned out of into a new state
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
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void OnExit();
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/**
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* Blueprint hook that is called whenever this state is active and the game logic ticks
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*
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* @param OneFrame the time that elapses during one fixed tick
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events")
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void OnFixedTick(float OneFrame);
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// UObject interface
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virtual UWorld* GetWorld() const override;
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// End of UObject interface
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protected:
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/**
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* Actor that owns this state.
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* This will typically be a player controller that possesses the avatar.
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*/
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UPROPERTY(BlueprintReadOnly)
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AActor* Owner;
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/**
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* The avatar is an actor that this state represents.
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* This will typically be a pawn or character.
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*/
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UPROPERTY(BlueprintReadOnly)
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AActor* Avatar;
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};
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