Class APlayerObject
Inherits the following classes: ABattleObject
Public Attributes
Public Attributes inherited from ABattleObject
See ABattleObject
| Type | Name |
|---|---|
| int32 | ActionReg1 = 0 |
| int32 | ActionReg2 = 0 |
| int32 | ActionReg3 = 0 |
| int32 | ActionReg4 = 0 |
| int32 | ActionReg5 = 0 |
| int32 | ActionReg6 = 0 |
| int32 | ActionReg7 = 0 |
| int32 | ActionReg8 = 0 |
| int32 | ActionTime = 0 |
| FLinearColor | AddColor = FLinearColor(0, 0, 0, 1) |
| FLinearColor | AddFadeColor = {} |
| float | AddFadeSpeed = 0 |
| int32 | AnglePitch_x1000 = 0 |
| int32 | AngleRoll_x1000 = 0 |
| int32 | AngleYaw_x1000 = 0 |
| float | AnimBlendIn = {} |
| float | AnimBlendOut = {} |
| int32 | AnimFrame = 0 |
| TArray< FAnimStruct > | AnimStructs |
| uint32 | AttackFlags = 0 |
| ABattleObject * | AttackOwner |
| ABattleObject * | AttackTarget = nullptr |
| int32 | B = 0 |
| int32 | BlendAnimFrame = 0 |
| FGameplayTag | BlendCelName = {} |
| bool | BlendOffset = false |
| TArray< FCollisionBox > | Boxes |
| int32 | CelIndex = 0 |
| FGameplayTag | CelName = {} |
| TObjectPtr< ANightSkyCharaSelectGameState > | CharaSelectGameState = nullptr |
| int32 | ColPosX = 0 |
| int32 | ColPosY = 0 |
| FHitData | CounterHit = {} |
| FLinearColor | DamageColor = FLinearColor(1, 1, 1, 1) |
| FLinearColor | DamageColor2 = FLinearColor(1, 1, 1, 1) |
| TEnumAsByte< EObjDir > | Direction = DIR\_Right |
| int32 | DrawPriority = 0 |
| ABattleObject * | DrawPriorityLinkObj = nullptr |
| FEventHandler | EventHandlers = {} |
| float | FadeTransparency = 1 |
| float | FrameBlendPosition = 0 |
| TObjectPtr< ANightSkyGameState > | GameState = nullptr |
| bool | GotoLabelActive = false |
| int32 | Gravity = 1900 |
| int32 | GroundHeight = 0 |
| FHitDataCommon | HitCommon = {} |
| int32 | Hitstop = 0 |
| FHomingParams | HomingParams = [**FHomingParams**](struct_f_homing_params.md)() |
| int32 | Inertia = 0 |
| bool | IsActive = false |
| bool | IsPlayer = false |
| int32 | L = 0 |
| FGameplayTag | LabelName = {} |
| TObjectPtr< ALinkActor > | LinkedActor |
| TObjectPtr< UNiagaraComponent > | LinkedParticle = nullptr |
| ABattleObject * | MaterialLinkObj = nullptr |
| int32 | MaxCelTime = 0 |
| int32 | MiscFlags = 0 |
| FLinearColor | MulColor = FLinearColor(1, 1, 1, 1) |
| FLinearColor | MulFadeColor = {} |
| float | MulFadeSpeed = 0 |
| int32 | NextOffsetX = 0 |
| int32 | NextOffsetY = 0 |
| FHitData | NormalHit = {} |
| uint32 | ObjNumber = 0 |
| unsigned char | ObjSync = 0 |
| unsigned char | ObjSyncEnd = 0 |
| uint32 | ObjectID = 0 |
| FVector | ObjectOffset = FVector::ZeroVector |
| int32 | ObjectReg1 = 0 |
| int32 | ObjectReg2 = 0 |
| int32 | ObjectReg3 = 0 |
| int32 | ObjectReg4 = 0 |
| int32 | ObjectReg5 = 0 |
| int32 | ObjectReg6 = 0 |
| int32 | ObjectReg7 = 0 |
| int32 | ObjectReg8 = 0 |
| FRotator | ObjectRotation = FRotator::ZeroRotator |
| FVector | ObjectScale = FVector::One() |
| TObjectPtr< UState > | ObjectState = nullptr |
| int32 | ObjectStateIndex = 0 |
| FGameplayTag | ObjectStateName = {} |
| TArray< ABattleObject * > | ObjectsToIgnoreHitsFrom |
| float | OrthoBlendActive = 0 |
| APlayerObject * | Player = nullptr |
| int32 | PosX = 0 |
| int32 | PosY = 0 |
| int32 | PosZ = 0 |
| ABattleObject * | PositionLinkObj = nullptr |
| int32 | PrevOffsetX = 0 |
| int32 | PrevOffsetY = 0 |
| int32 | PrevPosX = 0 |
| int32 | PrevPosY = 0 |
| int32 | PrevPosZ = 0 |
| int32 | PrevRootMotionX = 0 |
| int32 | PrevRootMotionY = 0 |
| int32 | PrevRootMotionZ = 0 |
| int32 | Pushback = 0 |
| int32 | R = 0 |
| FHitData | ReceivedHit = {} |
| FHitDataCommon | ReceivedHitCommon = {} |
| float | ScreenSpaceDepthOffset = 0 |
| FName | SocketName = {} |
| EObjType | SocketObj = OBJ\_Self |
| FVector | SocketOffset = FVector::ZeroVector |
| int32 | SpeedX = 0 |
| int32 | SpeedXRate = 100 |
| int32 | SpeedXRatePerFrame = 100 |
| int32 | SpeedY = 0 |
| int32 | SpeedYRate = 100 |
| int32 | SpeedYRatePerFrame = 100 |
| int32 | SpeedZ = 0 |
| int32 | SpeedZRate = 100 |
| int32 | SpeedZRatePerFrame = 100 |
| ABattleObject * | StopLinkObj = nullptr |
| int32 | StunTime = 0 |
| int32 | StunTimeMax = 0 |
| int32 | SubroutineReg1 = 0 |
| int32 | SubroutineReg2 = 0 |
| int32 | SubroutineReg3 = 0 |
| int32 | SubroutineReg4 = 0 |
| int32 | SubroutineReturnVal1 = 0 |
| int32 | SubroutineReturnVal2 = 0 |
| int32 | SubroutineReturnVal3 = 0 |
| int32 | SubroutineReturnVal4 = 0 |
| FSuperArmorData | SuperArmorData = [**FSuperArmorData**](struct_f_super_armor_data.md)() |
| int32 | T = 0 |
| int32 | TimeUntilNextCel = 0 |
| int32 | Timer0 = 0 |
| int32 | Timer1 = 0 |
| float | Transparency = 1 |
| float | TransparencySpeed = 0 |
| int32 | UpdateTime = 0 |
| bool | bIsCommonState = false |
| bool | bRender = true |
Public Functions
| Type | Name |
|---|---|
| APlayerObject () |
|
| void | AddAirDash (int32 NewAirDash) |
| void | AddAirJump (int32 NewAirJump) |
| void | AddAutoComboCancel (FGameplayTag Option, EInputFlags Button) |
| void | AddBattleObjectToStorage (ABattleObject * InActor, int Index) |
| void | AddChainCancelOption (FGameplayTag Option) |
| void | AddHealth (int Value) |
| void | AddMeter (int Meter) |
| void | AddObjectState (FGameplayTag Name, UState * State, bool IsCommon) |
| void | AddRecoverableHealth (int Value) |
| void | AddState (FGameplayTag Name, UState * State, FGameplayTag StateMachineName) |
| void | AddSubroutine (FGameplayTag Name, USubroutine * Subroutine, bool IsCommon) |
| void | AddWhiffCancelOption (FGameplayTag Option) |
| void | BattleHudVisibility (bool Visible) |
| APlayerObject * | CallAssist (int AssistIndex, FGameplayTag AssistName) |
| bool | CanEnterState (UState * State, FGameplayTag StateMachineName) |
| bool | CheckEnemyInRange (int32 XBegin, int32 XEnd, int32 YBegin, int32 YEnd) const |
| bool | CheckHasHit () const |
| bool | CheckInput (const FInputCondition & Input) |
| bool | CheckIsAttacking () const |
| bool | CheckIsStunned () const |
| bool | CheckStateEnabled (EStateType StateType, FGameplayTag CustomStateType, FGameplayTag StateMachineName) |
| void | DisableAll (FGameplayTag StateMachineName) |
| void | DisableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName) |
| void | DisableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName) |
| void | EditorUpdate () |
| void | EmptyStateMachine () |
| void | EnableAll (FGameplayTag StateMachineName) |
| void | EnableAttacks () |
| void | EnableCancelIntoSelf (bool Enable) |
| void | EnableChainCancel (bool Enable) |
| void | EnableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName) |
| void | EnableForwardAirdashCancel (bool Enable) |
| void | EnableJumpCancel (bool Enable) |
| void | EnableReverseBeat (bool Enable) |
| void | EnableSpecialCancel (bool Enable) |
| void | EnableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName) |
| void | EnableSuperCancel (bool Enable) |
| void | EnableWhiffCancel (bool Enable) |
| void | EndMatch () const |
| void | EndRound () const |
| void | ForceEnableFarNormal (bool Enable) |
| EBlockType | GetAttackBlockType () const |
| FGameplayTag | GetCurrentStateName (FGameplayTag StateMachineName) |
| int32 | GetEnableFlags (FGameplayTag StateMachineName) |
| FGameplayTag | GetLastStateName () const |
| FGameplayTag | GetStateEntryName () const |
| FStateMachine & | GetStateMachine (FGameplayTag StateMachineName) |
| bool | HandleAutoCombo (int32 StateIndex, FStateMachine & StateMachine) |
| void | HandleBlockAction () |
| void | HandleBufferedState () |
| void | HandleBufferedState (FStateMachine & StateMachine) |
| void | HandleEndCombo () |
| void | HandleFlipInput () |
| void | HandleHitAction (EHitAction HACT) |
| void | HandleProximityBlock () |
| bool | HandleStateInputs (int32 StateIndex, bool Buffer, FStateMachine & StateMachine) |
| void | HandleStateMachine (bool Buffer, FStateMachine & StateMachine) |
| bool | HandleStateTransition (int32 StateIndex, bool Buffer, FStateMachine & StateMachine) |
| void | InitBP () |
| void | InitPlayer () |
| bool | IsCorrectBlock (EBlockType BlockType) |
| bool | IsEnemyAttackState () const |
| bool | IsEnemyBlocking () const |
| bool | IsEnemyThrow () const |
| bool | IsInvulnerable (const ABattleObject * Attacker) const |
| bool | IsInvulnerable_BP () const |
| bool | IsMainPlayer () const |
| bool | IsOnScreen () const |
| bool | IsTouchingWall () const |
| bool | JumpToState (FGameplayTag NewName, FGameplayTag StateMachineName, bool IsLabel=false) |
| bool | JumpToStateByClass (TSubclassOf< UState > Class, FGameplayTag StateMachineName, bool IsLabel=false) |
| bool | JumpToStateByClassPrimary (TSubclassOf< UState > Class, bool IsLabel=false) |
| bool | JumpToStatePrimary (FGameplayTag NewName, bool IsLabel=false) |
| void | LoadForRollbackBP (TArray< uint8 > InBytes) |
| void | LoadForRollbackPlayer (const unsigned char * Buffer) |
| void | OnStateChange () |
| void | PauseRoundTimer (bool Pause) |
| void | PlayCommonLevelSequence (FGameplayTag Name) |
| void | PlayLevelSequence (FGameplayTag Name) |
| void | PlayVoiceLine (FGameplayTag Name) |
| void | PostStateChange () |
| void | RecoverHealth (int Value) |
| void | RemoveAutoComboCancel (EInputFlags Button) |
| void | RemoveChainCancelOption (FGameplayTag Option) |
| void | RemoveWhiffCancelOption (FGameplayTag Option) |
| void | ResetAirDash () |
| void | ResetAirJump () |
| void | RoundInit (bool ResetHealth) |
| void | RoundInit_BP () |
| TArray< uint8 > | SaveForRollbackBP () |
| void | SaveForRollbackPlayer (unsigned char * Buffer) const |
| void | SetAirDashNoAttackTimer (bool IsForward) |
| void | SetAirDashTimer (bool IsForward) |
| void | SetDamageReactionCel (FGameplayTag Type) |
| void | SetDefaultComponentVisibility () |
| void | SetDefaultLandingAction (bool Enable) |
| void | SetGuardValues () |
| void | SetHeadAttribute (bool Attribute) |
| void | SetHeadInvulnerable (bool Invulnerable) |
| void | SetHealth (int Value) |
| void | SetHitValues (bool bCustomAir=false) |
| void | SetHitValuesOverTime () |
| void | SetHitgrabActive (bool Active) |
| void | SetKnockdownState () |
| void | SetMeterCooldownTimer (int Timer) |
| void | SetOnScreen (bool OnScreen) |
| void | SetProjectileInvulnerable (bool Invulnerable) |
| void | SetRecoverableHealth (int Value) |
| void | SetStance (EActionStance InStance) |
| void | SetStateForCPU (FGameplayTag StateName, FGameplayTag StateMachineName) |
| void | SetStrikeInvulnerable (bool Invulnerable) |
| void | SetStrikeInvulnerableForTime (int32 Timer) |
| void | SetStunTime (int32 NewTime) |
| void | SetTeamCooldown (int NewTeamIndex, int Cooldown) |
| void | SetThrowActive (bool Active) |
| void | SetThrowExeState (FGameplayTag ExeState) |
| void | SetThrowInvulnerable (bool Invulnerable) |
| void | SetThrowInvulnerableForTime (int32 Timer) |
| void | SetThrowPosition (int32 ThrowPosX, int32 ThrowPosY) |
| void | SetThrowRange (int32 InThrowRange) |
| void | SetThrowResistForTime (int32 Timer) |
| void | StopLevelSequence () |
| APlayerObject * | SwitchMainPlayer (int NewTeamIndex, bool bForce=false, bool bEvenOnScreen=false) |
| void | ThrowEnd () |
| void | ThrowExe () |
| void | ToggleComponentVisibility (FName ComponentName, bool Visible) |
| virtual void | Update () override |
| void | UpdateNotBattle () |
| void | UseMeter (int Use) |
Public Functions inherited from ABattleObject
See ABattleObject
| Type | Name |
|---|---|
| ABattleObject () |
|
| ABattleObject * | AddBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player) |
| ABattleObject * | AddCommonBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player) |
| void | AddPosXWithDir (int InPosX) |
| void | AddSpeedXRaw (int InSpeedX) |
| void | ApplyRootMotion () |
| void | AttachToSocketOfObject (FName InSocketName, FVector Offset, EObjType ObjType) |
| int32 | CalculateAngleBetweenPoints (EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2) |
| int32 | CalculateDistanceBetweenPoints (EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2) |
| void | CalculatePushbox () |
| int32 | CalculateSpeedAngle () const |
| void | CallSubroutine (FGameplayTag Name) |
| void | CallSubroutineWithArgs (FGameplayTag Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4) |
| void | CameraShake (FGameplayTag PatternName, int32 Scale) |
| bool | CheckBoxOverlap (ABattleObject * OtherObj, const EBoxType SelfType, const FGameplayTag SelfCustomType, const EBoxType OtherType, const FGameplayTag OtherCustomType) |
| bool | CheckIsGrounded () const |
| void | CollisionView () |
| void | CreateCharaParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator) |
| void | CreateCommonParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator) |
| void | DeactivateObject () |
| void | DetachFromSocket () |
| void | DisableInertia () |
| void | EnableDeactivateIfBeyondBounds (bool Enable) |
| void | EnableDeactivateOnReceiveHit (bool Enable) |
| void | EnableDeactivateOnStateChange (bool Enable) |
| void | EnableFlip (bool Enabled) |
| void | EnableHit (bool Enabled) |
| void | EnableInertia () |
| void | FaceOpponent () |
| void | FlipObject () |
| int32 | GenerateRandomNumber (int32 Min, int32 Max) const |
| UAnimSequenceBase * | GetAnimSequenceForPart (const FName Part) const |
| ABattleObject * | GetBattleObject (EObjType Type) |
| void | GetBoxPosition (const EBoxType BoxType, const FGameplayTag CustomType, int & OutPosX, int & OutPosY) const |
| void | GetBoxes () |
| FGameplayTag | GetCelName () const |
| UPaperFlipbook * | GetFlipbookForPart (const FName Part) const |
| int32 | GetGauge (int32 GaugeIndex) const |
| FGameplayTag | GetLabelName () const |
| int32 | GetPosYCenter () const |
| void | GotoLabel (FGameplayTag InName) |
| void | HaltMomentum () |
| void | HandleClashCollision (ABattleObject * OtherObj) |
| void | HandleCustomCollision_PostHit (ABattleObject * OtherObj) |
| void | HandleCustomCollision_PreHit (ABattleObject * OtherObj) |
| void | HandleFlip () |
| void | HandleHitCollision (ABattleObject * AttackedObj) |
| void | HandlePushCollision (ABattleObject * OtherObj) |
| void | IgnoreSuperFreeze (bool Ignore) |
| void | InitEventHandler (EEventType EventType, FName FuncName, int32 Value, FGameplayTag SubroutineName) |
| FHitData | InitHitDataByAttackLevel (bool IsCounter) |
| void | InitObject () |
| bool | IsStopped () const |
| bool | IsTimerPaused () const |
| ALinkActor * | LinkActor (FGameplayTag Name) |
| void | LinkCharaParticle (FGameplayTag Name) |
| void | LinkCommonParticle (FGameplayTag Name) |
| void | LoadForRollback (const unsigned char * Buffer) |
| void | PlayCharaSound (FGameplayTag Name) |
| void | PlayCommonSound (FGameplayTag Name) |
| void | PosTypeToPosition (EPosType Type, int32 & OutPosX, int32 & OutPosY) const |
| void | PositionLinkUpdate () |
| void | RemoveEventHandler (EEventType EventType) |
| void | RemoveLinkActor () |
| void | ResetObject () |
| void | SaveForRollback (unsigned char * Buffer) const |
| void | ScreenPosToWorldPos (const int32 X, const int32 Y, int32 & OutX, int32 & OutY) const |
| void | SetAttacking (bool Attacking) |
| void | SetBlendCelName (FGameplayTag InName) |
| void | SetCelDuration (int32 InTime) |
| void | SetCelName (FGameplayTag InName) |
| void | SetFacing (EObjDir NewDir) |
| void | SetFloorCollisionActive (bool Active) |
| void | SetGauge (int32 GaugeIndex, int32 Value) |
| void | SetHitOTG (bool Enable) |
| void | SetIgnoreHitstunScaling (bool Ignore) |
| void | SetIgnoreOTG (bool Ignore) |
| void | SetIgnorePushbackScaling (bool Ignore) |
| void | SetObjectID (int InObjectID) |
| void | SetPitch (int32 Pitch_x1000) |
| void | SetPlayerHit (bool Enable) |
| void | SetProjectileAttribute (bool Attribute) |
| void | SetProrateOnce (bool Once) |
| void | SetPushCollisionActive (bool Active) |
| void | SetPushWidthExtend (int32 Extend) |
| void | SetRoll (int32 Roll_x1000) |
| void | SetSpeedXRaw (int InSpeedX) |
| void | SetTimeUntilNextCel (int32 InTime) |
| void | SetWallCollisionActive (bool Active) |
| void | SetYaw (int32 Yaw_x1000) |
| void | StartSuperFreeze (int Duration, int SelfDuration=0) |
| virtual void | Tick (float DeltaTime) override |
| void | TriggerEvent (EEventType EventType, FGameplayTag StateMachineName) |
| virtual void | Update () |
| virtual void | UpdateVisuals () |
| virtual void | UpdateVisualsNoRollback () |
| void | UpdateVisuals_BP () |
| void | UseGauge (int32 GaugeIndex, int32 Value) |
Public Static Functions
| Type | Name |
|---|---|
| uint32 | FlipInput (uint32 Input) |
Public Static Functions inherited from ABattleObject
See ABattleObject
| Type | Name |
|---|---|
| int32 | NormalizeAngle (int32 Angle_x1000) |
Protected Attributes
| Type | Name |
|---|---|
| uint32 | AirDashNoAttackTime = 0 |
| uint32 | AirDashTimerMax = 0 |
| int32 | AutoComboCancels = {} |
| FGameplayTag | BufferedStateName |
| uint32 | CancelFlags = 0 |
| uint32 | CurrentAirDashCount = 0 |
| uint32 | CurrentAirJumpCount = 0 |
| FGameplayTag | ExeStateName |
| uint32 | InstantBlockLockoutTimer = 0 |
| FGameplayTag | LastStateName |
| uint32 | MeterCooldownTimer = 0 |
| int32 | ThrowRange = 0 |
| int32 | ThrowTechTimer = 0 |
| bool | bIsAutoCombo = false |
Protected Attributes inherited from ABattleObject
See ABattleObject
| Type | Name |
|---|---|
| int32 | PushHeight = 0 |
| int32 | PushHeightLow = 0 |
| int32 | PushWidth = 0 |
| int32 | PushWidthExtend = 0 |
Protected Functions inherited from ABattleObject
See ABattleObject
| Type | Name |
|---|---|
| virtual void | BeginPlay () override |
| void | CalculateHoming () |
| void | FuncCall (const FName & FuncName) const |
| UNightSkyAnimSequenceUserData * | GetAnimSequenceUserData (const FName PartName) const |
| TArray< UNightSkyAnimSequenceUserData * > | GetAnimSequenceUserDatas () const |
| void | Move () |
| bool | SuperArmorSuccess (const ABattleObject * Attacker) const |
Public Attributes Documentation
variable AirDashCount
int32 APlayerObject::AirDashCount;
variable AirDashMinimumHeight
int32 APlayerObject::AirDashMinimumHeight;
variable AirDashTimer
uint32 APlayerObject::AirDashTimer;
variable AirJumpCount
int32 APlayerObject::AirJumpCount;
variable AirPushHeight
int32 APlayerObject::AirPushHeight;
variable AirPushHeightLow
int32 APlayerObject::AirPushHeightLow;
variable AirPushWidth
int32 APlayerObject::AirPushWidth;
variable BAirDashNoAttackTime
int32 APlayerObject::BAirDashNoAttackTime;
variable BAirDashSpeed
int32 APlayerObject::BAirDashSpeed;
variable BAirDashTime
int32 APlayerObject::BAirDashTime;
variable BDashGravity
int32 APlayerObject::BDashGravity;
variable BDashHeight
int32 APlayerObject::BDashHeight;
variable BDashSpeed
int32 APlayerObject::BDashSpeed;
variable BJumpSpeed
int32 APlayerObject::BJumpSpeed;
variable BSuperJumpSpeed
int32 APlayerObject::BSuperJumpSpeed;
variable BWalkSpeed
int32 APlayerObject::BWalkSpeed;
variable CameraShakeData
UCameraShakeData* APlayerObject::CameraShakeData;
variable CanProximityThrow
bool APlayerObject::CanProximityThrow;
variable CanReverseBeat
bool APlayerObject::CanReverseBeat;
variable ChainCancelOptions
TArray<int32> APlayerObject::ChainCancelOptions;
variable CharaParticleData
UParticleData* APlayerObject::CharaParticleData;
variable CharaStateData
UStateData* APlayerObject::CharaStateData;
variable CharaSubroutineData
USubroutineData* APlayerObject::CharaSubroutineData;
variable CloseNormalRange
int32 APlayerObject::CloseNormalRange;
variable CmnPlayerReg1
int32 APlayerObject::CmnPlayerReg1;
variable CmnPlayerReg2
int32 APlayerObject::CmnPlayerReg2;
variable CmnPlayerReg3
int32 APlayerObject::CmnPlayerReg3;
variable CmnPlayerReg4
int32 APlayerObject::CmnPlayerReg4;
variable CmnPlayerReg5
int32 APlayerObject::CmnPlayerReg5;
variable CmnPlayerReg6
int32 APlayerObject::CmnPlayerReg6;
variable CmnPlayerReg7
int32 APlayerObject::CmnPlayerReg7;
variable CmnPlayerReg8
int32 APlayerObject::CmnPlayerReg8;
variable CollisionData
UCollisionData* APlayerObject::CollisionData;
variable ColorIndex
int32 APlayerObject::ColorIndex;
variable ComboCounter
int32 APlayerObject::ComboCounter;
variable ComboRate
int32 APlayerObject::ComboRate;
variable ComboTimer
int32 APlayerObject::ComboTimer;
variable CommonCollisionData
UCollisionData* APlayerObject::CommonCollisionData;
variable CommonLinkActorData
ULinkActorData* APlayerObject::CommonLinkActorData;
variable CommonObjectStateData
UStateData* APlayerObject::CommonObjectStateData;
variable CommonObjectStateNames
TArray<FGameplayTag> APlayerObject::CommonObjectStateNames;
variable CommonObjectStates
TArray<UState*> APlayerObject::CommonObjectStates;
variable CommonParticleData
UParticleData* APlayerObject::CommonParticleData;
variable CommonSequenceData
USequenceData* APlayerObject::CommonSequenceData;
variable CommonSoundData
USoundData* APlayerObject::CommonSoundData;
variable CommonSubroutineData
USubroutineData* APlayerObject::CommonSubroutineData;
variable CommonSubroutineNames
TArray<FGameplayTag> APlayerObject::CommonSubroutineNames;
variable CommonSubroutines
TArray<USubroutine*> APlayerObject::CommonSubroutines;
variable ComponentVisible
bool APlayerObject::ComponentVisible[MaxComponentCount];
variable CrouchPushHeight
int32 APlayerObject::CrouchPushHeight;
variable CrouchPushWidth
int32 APlayerObject::CrouchPushWidth;
variable CurrentHealth
int32 APlayerObject::CurrentHealth;
variable DamageReactionCels
TMap<FGameplayTag, FGameplayTag> APlayerObject::DamageReactionCels;
variable Enemy
APlayerObject* APlayerObject::Enemy;
variable ExtraGauges
TArray<FExtraGauge> APlayerObject::ExtraGauges;
variable FAirDashNoAttackTime
int32 APlayerObject::FAirDashNoAttackTime;
variable FAirDashSpeed
int32 APlayerObject::FAirDashSpeed;
variable FAirDashTime
int32 APlayerObject::FAirDashTime;
variable FDashAccel
int32 APlayerObject::FDashAccel;
variable FDashFriction
int32 APlayerObject::FDashFriction;
variable FDashInitSpeed
int32 APlayerObject::FDashInitSpeed;
variable FDashMaxSpeed
int32 APlayerObject::FDashMaxSpeed;
variable FJumpSpeed
int32 APlayerObject::FJumpSpeed;
variable FSuperJumpSpeed
int32 APlayerObject::FSuperJumpSpeed;
variable FWalkSpeed
int32 APlayerObject::FWalkSpeed;
variable FlipInputs
bool APlayerObject::FlipInputs;
variable ForwardAirDashMeterGain
int32 APlayerObject::ForwardAirDashMeterGain;
variable ForwardDashMeterGain
int32 APlayerObject::ForwardDashMeterGain;
variable ForwardJumpMeterGain
int32 APlayerObject::ForwardJumpMeterGain;
variable ForwardWalkMeterGain
int32 APlayerObject::ForwardWalkMeterGain;
variable Inputs
uint32 APlayerObject::Inputs;
variable IntroEndFlag
bool APlayerObject::IntroEndFlag;
variable IntroName
FGameplayTag APlayerObject::IntroName;
variable InvulnFlags
uint32 APlayerObject::InvulnFlags;
variable JumpGravity
int32 APlayerObject::JumpGravity;
variable JumpHeight
int32 APlayerObject::JumpHeight;
variable LinkActorData
ULinkActorData* APlayerObject::LinkActorData;
variable MaterialData
UMaterialData* APlayerObject::MaterialData;
variable MaxColorIndex
int32 APlayerObject::MaxColorIndex;
variable MaxHealth
int32 APlayerObject::MaxHealth;
variable MaxMeter
int32 APlayerObject::MaxMeter;
variable MaxOTGCount
int32 APlayerObject::MaxOTGCount;
variable MeterPercentOnHit
int32 APlayerObject::MeterPercentOnHit;
variable MeterPercentOnHitGuard
int32 APlayerObject::MeterPercentOnHitGuard;
variable MeterPercentOnReceiveHit
int32 APlayerObject::MeterPercentOnReceiveHit;
variable MeterPercentOnReceiveHitGuard
int32 APlayerObject::MeterPercentOnReceiveHitGuard;
variable MovesUsedInChain
TArray<int32> APlayerObject::MovesUsedInChain;
variable MovesUsedInCombo
TArray<int32> APlayerObject::MovesUsedInCombo;
variable OTGCount
int32 APlayerObject::OTGCount;
variable ObjectStateData
UStateData* APlayerObject::ObjectStateData;
variable ObjectStateNames
TArray<FGameplayTag> APlayerObject::ObjectStateNames;
variable ObjectStates
TArray<UState*> APlayerObject::ObjectStates;
variable OtgProration
int32 APlayerObject::OtgProration;
variable PlayerFlags
uint32 APlayerObject::PlayerFlags;
variable PlayerIndex
int32 APlayerObject::PlayerIndex;
variable PlayerReg1
int32 APlayerObject::PlayerReg1;
variable PlayerReg2
int32 APlayerObject::PlayerReg2;
variable PlayerReg3
int32 APlayerObject::PlayerReg3;
variable PlayerReg4
int32 APlayerObject::PlayerReg4;
variable PlayerReg5
int32 APlayerObject::PlayerReg5;
variable PlayerReg6
int32 APlayerObject::PlayerReg6;
variable PlayerReg7
int32 APlayerObject::PlayerReg7;
variable PlayerReg8
int32 APlayerObject::PlayerReg8;
variable PlayerSync
unsigned char APlayerObject::PlayerSync;
variable PlayerSyncEnd
unsigned char APlayerObject::PlayerSyncEnd;
variable PrimaryStateMachine
FStateMachine APlayerObject::PrimaryStateMachine;
variable ProximityThrowInput
FInputCondition APlayerObject::ProximityThrowInput;
variable RecoverableHealth
int32 APlayerObject::RecoverableHealth;
variable RoundEndFlag
bool APlayerObject::RoundEndFlag;
variable RoundWinTimer
int32 APlayerObject::RoundWinTimer;
variable SequenceData
USequenceData* APlayerObject::SequenceData;
variable SoundData
USoundData* APlayerObject::SoundData;
variable Stance
TEnumAsByte<EActionStance> APlayerObject::Stance;
variable StandPushHeight
int32 APlayerObject::StandPushHeight;
variable StandPushWidth
int32 APlayerObject::StandPushWidth;
variable StateEntryName
FGameplayTag APlayerObject::StateEntryName;
variable StoredBattleObjects
ABattleObject* APlayerObject::StoredBattleObjects[16];
variable StoredInputBuffer
FInputBuffer APlayerObject::StoredInputBuffer;
variable StoredLinkActors
TArray<FLinkedActorContainer> APlayerObject::StoredLinkActors;
variable StrikeInvulnerableTimer
uint32 APlayerObject::StrikeInvulnerableTimer;
variable SubStateData
TMap<FGameplayTag, UStateData*> APlayerObject::SubStateData;
variable SubStateMachines
TArray<FStateMachine> APlayerObject::SubStateMachines;
variable SubroutineNames
TArray<FGameplayTag> APlayerObject::SubroutineNames;
variable Subroutines
TArray<USubroutine*> APlayerObject::Subroutines;
variable SuperJumpGravity
int32 APlayerObject::SuperJumpGravity;
variable SuperJumpHeight
int32 APlayerObject::SuperJumpHeight;
variable TeamIndex
int32 APlayerObject::TeamIndex;
variable ThrowInvulnerableTimer
uint32 APlayerObject::ThrowInvulnerableTimer;
variable ThrowResistAfterWakeUp
int32 APlayerObject::ThrowResistAfterWakeUp;
variable ThrowResistTimer
uint32 APlayerObject::ThrowResistTimer;
variable ThrowTechWindow
int32 APlayerObject::ThrowTechWindow;
variable TotalProration
int32 APlayerObject::TotalProration;
variable VoiceData
USoundData* APlayerObject::VoiceData;
variable WallTouchTimer
int32 APlayerObject::WallTouchTimer;
variable WhiffCancelOptions
TArray<int32> APlayerObject::WhiffCancelOptions;
variable bCrumpled
bool APlayerObject::bCrumpled;
variable bIsCpu
bool APlayerObject::bIsCpu;
variable bLimitCrumple
bool APlayerObject::bLimitCrumple;
variable bMirrorWhenFlip
bool APlayerObject::bMirrorWhenFlip;
Public Functions Documentation
function APlayerObject
APlayerObject::APlayerObject ()
function AddAirDash
void APlayerObject::AddAirDash (
int32 NewAirDash
)
function AddAirJump
void APlayerObject::AddAirJump (
int32 NewAirJump
)
function AddAutoComboCancel
void APlayerObject::AddAutoComboCancel (
FGameplayTag Option,
EInputFlags Button
)
function AddBattleObjectToStorage
void APlayerObject::AddBattleObjectToStorage (
ABattleObject * InActor,
int Index
)
function AddChainCancelOption
void APlayerObject::AddChainCancelOption (
FGameplayTag Option
)
function AddHealth
void APlayerObject::AddHealth (
int Value
)
function AddMeter
void APlayerObject::AddMeter (
int Meter
)
function AddObjectState
void APlayerObject::AddObjectState (
FGameplayTag Name,
UState * State,
bool IsCommon
)
function AddRecoverableHealth
void APlayerObject::AddRecoverableHealth (
int Value
)
function AddState
void APlayerObject::AddState (
FGameplayTag Name,
UState * State,
FGameplayTag StateMachineName
)
function AddSubroutine
void APlayerObject::AddSubroutine (
FGameplayTag Name,
USubroutine * Subroutine,
bool IsCommon
)
function AddWhiffCancelOption
void APlayerObject::AddWhiffCancelOption (
FGameplayTag Option
)
function BattleHudVisibility
void APlayerObject::BattleHudVisibility (
bool Visible
)
function CallAssist
APlayerObject * APlayerObject::CallAssist (
int AssistIndex,
FGameplayTag AssistName
)
function CanEnterState
bool APlayerObject::CanEnterState (
UState * State,
FGameplayTag StateMachineName
)
function CheckEnemyInRange
bool APlayerObject::CheckEnemyInRange (
int32 XBegin,
int32 XEnd,
int32 YBegin,
int32 YEnd
) const
function CheckHasHit
bool APlayerObject::CheckHasHit () const
function CheckInput
bool APlayerObject::CheckInput (
const FInputCondition & Input
)
function CheckIsAttacking
bool APlayerObject::CheckIsAttacking () const
function CheckIsStunned
bool APlayerObject::CheckIsStunned () const
function CheckStateEnabled
bool APlayerObject::CheckStateEnabled (
EStateType StateType,
FGameplayTag CustomStateType,
FGameplayTag StateMachineName
)
function DisableAll
void APlayerObject::DisableAll (
FGameplayTag StateMachineName
)
function DisableCustomState
void APlayerObject::DisableCustomState (
FGameplayTag CustomStateType,
FGameplayTag StateMachineName
)
function DisableState
void APlayerObject::DisableState (
UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask,
FGameplayTag StateMachineName
)
function EditorUpdate
void APlayerObject::EditorUpdate ()
function EmptyStateMachine
void APlayerObject::EmptyStateMachine ()
function EnableAll
void APlayerObject::EnableAll (
FGameplayTag StateMachineName
)
function EnableAttacks
void APlayerObject::EnableAttacks ()
function EnableCancelIntoSelf
void APlayerObject::EnableCancelIntoSelf (
bool Enable
)
function EnableChainCancel
void APlayerObject::EnableChainCancel (
bool Enable
)
function EnableCustomState
void APlayerObject::EnableCustomState (
FGameplayTag CustomStateType,
FGameplayTag StateMachineName
)
function EnableForwardAirdashCancel
void APlayerObject::EnableForwardAirdashCancel (
bool Enable
)
function EnableJumpCancel
void APlayerObject::EnableJumpCancel (
bool Enable
)
function EnableReverseBeat
void APlayerObject::EnableReverseBeat (
bool Enable
)
function EnableSpecialCancel
void APlayerObject::EnableSpecialCancel (
bool Enable
)
function EnableState
void APlayerObject::EnableState (
UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask,
FGameplayTag StateMachineName
)
function EnableSuperCancel
void APlayerObject::EnableSuperCancel (
bool Enable
)
function EnableWhiffCancel
void APlayerObject::EnableWhiffCancel (
bool Enable
)
function EndMatch
void APlayerObject::EndMatch () const
function EndRound
void APlayerObject::EndRound () const
function ForceEnableFarNormal
void APlayerObject::ForceEnableFarNormal (
bool Enable
)
function GetAttackBlockType
EBlockType APlayerObject::GetAttackBlockType () const
function GetCurrentStateName
FGameplayTag APlayerObject::GetCurrentStateName (
FGameplayTag StateMachineName
)
function GetEnableFlags
int32 APlayerObject::GetEnableFlags (
FGameplayTag StateMachineName
)
function GetLastStateName
FGameplayTag APlayerObject::GetLastStateName () const
function GetStateEntryName
FGameplayTag APlayerObject::GetStateEntryName () const
function GetStateMachine
FStateMachine & APlayerObject::GetStateMachine (
FGameplayTag StateMachineName
)
function HandleAutoCombo
bool APlayerObject::HandleAutoCombo (
int32 StateIndex,
FStateMachine & StateMachine
)
function HandleBlockAction
void APlayerObject::HandleBlockAction ()
function HandleBufferedState [1/2]
void APlayerObject::HandleBufferedState ()
function HandleBufferedState [2/2]
void APlayerObject::HandleBufferedState (
FStateMachine & StateMachine
)
function HandleEndCombo
void APlayerObject::HandleEndCombo ()
function HandleFlipInput
void APlayerObject::HandleFlipInput ()
function HandleHitAction
void APlayerObject::HandleHitAction (
EHitAction HACT
)
function HandleProximityBlock
void APlayerObject::HandleProximityBlock ()
function HandleStateInputs
bool APlayerObject::HandleStateInputs (
int32 StateIndex,
bool Buffer,
FStateMachine & StateMachine
)
function HandleStateMachine
void APlayerObject::HandleStateMachine (
bool Buffer,
FStateMachine & StateMachine
)
function HandleStateTransition
bool APlayerObject::HandleStateTransition (
int32 StateIndex,
bool Buffer,
FStateMachine & StateMachine
)
function InitBP
void APlayerObject::InitBP ()
function InitPlayer
void APlayerObject::InitPlayer ()
function IsCorrectBlock
bool APlayerObject::IsCorrectBlock (
EBlockType BlockType
)
function IsEnemyAttackState
bool APlayerObject::IsEnemyAttackState () const
function IsEnemyBlocking
bool APlayerObject::IsEnemyBlocking () const
function IsEnemyThrow
bool APlayerObject::IsEnemyThrow () const
function IsInvulnerable
bool APlayerObject::IsInvulnerable (
const ABattleObject * Attacker
) const
function IsInvulnerable_BP
bool APlayerObject::IsInvulnerable_BP () const
function IsMainPlayer
bool APlayerObject::IsMainPlayer () const
function IsOnScreen
bool APlayerObject::IsOnScreen () const
function IsTouchingWall
bool APlayerObject::IsTouchingWall () const
function JumpToState
bool APlayerObject::JumpToState (
FGameplayTag NewName,
FGameplayTag StateMachineName,
bool IsLabel=false
)
function JumpToStateByClass
bool APlayerObject::JumpToStateByClass (
TSubclassOf< UState > Class,
FGameplayTag StateMachineName,
bool IsLabel=false
)
function JumpToStateByClassPrimary
bool APlayerObject::JumpToStateByClassPrimary (
TSubclassOf< UState > Class,
bool IsLabel=false
)
function JumpToStatePrimary
bool APlayerObject::JumpToStatePrimary (
FGameplayTag NewName,
bool IsLabel=false
)
function LoadForRollbackBP
void APlayerObject::LoadForRollbackBP (
TArray< uint8 > InBytes
)
function LoadForRollbackPlayer
void APlayerObject::LoadForRollbackPlayer (
const unsigned char * Buffer
)
function OnStateChange
void APlayerObject::OnStateChange ()
function PauseRoundTimer
void APlayerObject::PauseRoundTimer (
bool Pause
)
function PlayCommonLevelSequence
void APlayerObject::PlayCommonLevelSequence (
FGameplayTag Name
)
function PlayLevelSequence
void APlayerObject::PlayLevelSequence (
FGameplayTag Name
)
function PlayVoiceLine
void APlayerObject::PlayVoiceLine (
FGameplayTag Name
)
function PostStateChange
void APlayerObject::PostStateChange ()
function RecoverHealth
void APlayerObject::RecoverHealth (
int Value
)
function RemoveAutoComboCancel
void APlayerObject::RemoveAutoComboCancel (
EInputFlags Button
)
function RemoveChainCancelOption
void APlayerObject::RemoveChainCancelOption (
FGameplayTag Option
)
function RemoveWhiffCancelOption
void APlayerObject::RemoveWhiffCancelOption (
FGameplayTag Option
)
function ResetAirDash
void APlayerObject::ResetAirDash ()
function ResetAirJump
void APlayerObject::ResetAirJump ()
function RoundInit
void APlayerObject::RoundInit (
bool ResetHealth
)
function RoundInit_BP
void APlayerObject::RoundInit_BP ()
function SaveForRollbackBP
TArray< uint8 > APlayerObject::SaveForRollbackBP ()
function SaveForRollbackPlayer
void APlayerObject::SaveForRollbackPlayer (
unsigned char * Buffer
) const
function SetAirDashNoAttackTimer
void APlayerObject::SetAirDashNoAttackTimer (
bool IsForward
)
function SetAirDashTimer
void APlayerObject::SetAirDashTimer (
bool IsForward
)
function SetDamageReactionCel
void APlayerObject::SetDamageReactionCel (
FGameplayTag Type
)
function SetDefaultComponentVisibility
void APlayerObject::SetDefaultComponentVisibility ()
function SetDefaultLandingAction
void APlayerObject::SetDefaultLandingAction (
bool Enable
)
function SetGuardValues
void APlayerObject::SetGuardValues ()
function SetHeadAttribute
void APlayerObject::SetHeadAttribute (
bool Attribute
)
function SetHeadInvulnerable
void APlayerObject::SetHeadInvulnerable (
bool Invulnerable
)
function SetHealth
void APlayerObject::SetHealth (
int Value
)
function SetHitValues
void APlayerObject::SetHitValues (
bool bCustomAir=false
)
function SetHitValuesOverTime
void APlayerObject::SetHitValuesOverTime ()
function SetHitgrabActive
void APlayerObject::SetHitgrabActive (
bool Active
)
function SetKnockdownState
void APlayerObject::SetKnockdownState ()
function SetMeterCooldownTimer
void APlayerObject::SetMeterCooldownTimer (
int Timer
)
function SetOnScreen
void APlayerObject::SetOnScreen (
bool OnScreen
)
function SetProjectileInvulnerable
void APlayerObject::SetProjectileInvulnerable (
bool Invulnerable
)
function SetRecoverableHealth
void APlayerObject::SetRecoverableHealth (
int Value
)
function SetStance
void APlayerObject::SetStance (
EActionStance InStance
)
function SetStateForCPU
void APlayerObject::SetStateForCPU (
FGameplayTag StateName,
FGameplayTag StateMachineName
)
function SetStrikeInvulnerable
void APlayerObject::SetStrikeInvulnerable (
bool Invulnerable
)
function SetStrikeInvulnerableForTime
void APlayerObject::SetStrikeInvulnerableForTime (
int32 Timer
)
function SetStunTime
void APlayerObject::SetStunTime (
int32 NewTime
)
function SetTeamCooldown
void APlayerObject::SetTeamCooldown (
int NewTeamIndex,
int Cooldown
)
function SetThrowActive
void APlayerObject::SetThrowActive (
bool Active
)
function SetThrowExeState
void APlayerObject::SetThrowExeState (
FGameplayTag ExeState
)
function SetThrowInvulnerable
void APlayerObject::SetThrowInvulnerable (
bool Invulnerable
)
function SetThrowInvulnerableForTime
void APlayerObject::SetThrowInvulnerableForTime (
int32 Timer
)
function SetThrowPosition
void APlayerObject::SetThrowPosition (
int32 ThrowPosX,
int32 ThrowPosY
)
function SetThrowRange
void APlayerObject::SetThrowRange (
int32 InThrowRange
)
function SetThrowResistForTime
void APlayerObject::SetThrowResistForTime (
int32 Timer
)
function StopLevelSequence
void APlayerObject::StopLevelSequence ()
function SwitchMainPlayer
APlayerObject * APlayerObject::SwitchMainPlayer (
int NewTeamIndex,
bool bForce=false,
bool bEvenOnScreen=false
)
function ThrowEnd
void APlayerObject::ThrowEnd ()
function ThrowExe
void APlayerObject::ThrowExe ()
function ToggleComponentVisibility
void APlayerObject::ToggleComponentVisibility (
FName ComponentName,
bool Visible
)
function Update
virtual void APlayerObject::Update () override
Implements ABattleObject::Update
function UpdateNotBattle
void APlayerObject::UpdateNotBattle ()
function UseMeter
void APlayerObject::UseMeter (
int Use
)
Public Static Functions Documentation
function FlipInput
static uint32 APlayerObject::FlipInput (
uint32 Input
)
Protected Attributes Documentation
variable AirDashNoAttackTime
uint32 APlayerObject::AirDashNoAttackTime;
variable AirDashTimerMax
uint32 APlayerObject::AirDashTimerMax;
variable AutoComboCancels
int32 APlayerObject::AutoComboCancels[8];
variable BufferedStateName
FGameplayTag APlayerObject::BufferedStateName;
variable CancelFlags
uint32 APlayerObject::CancelFlags;
variable CurrentAirDashCount
uint32 APlayerObject::CurrentAirDashCount;
variable CurrentAirJumpCount
uint32 APlayerObject::CurrentAirJumpCount;
variable ExeStateName
FGameplayTag APlayerObject::ExeStateName;
variable InstantBlockLockoutTimer
uint32 APlayerObject::InstantBlockLockoutTimer;
variable LastStateName
FGameplayTag APlayerObject::LastStateName;
variable MeterCooldownTimer
uint32 APlayerObject::MeterCooldownTimer;
variable ThrowRange
int32 APlayerObject::ThrowRange;
variable ThrowTechTimer
int32 APlayerObject::ThrowTechTimer;
variable bIsAutoCombo
bool APlayerObject::bIsAutoCombo;
The documentation for this class was generated from the following file C:/Users/wistf/Unreal Projects/NightSkyEngine/Plugins/NightSkyEngine/Source/NightSkyEngine/Battle/Objects/PlayerObject.h