Night Sky Engine
A fighting game framework made in Unreal Engine
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ANightSkyGameState Class Reference

#include <NightSkyGameState.h>

Inheritance diagram for ANightSkyGameState:
Collaboration diagram for ANightSkyGameState:

Public Member Functions

 ANightSkyGameState ()
virtual void Tick (float DeltaTime) override
void MatchInit ()
void RoundInit ()
void UpdateGameState ()
void UpdateGameState (int32 Input1, int32 Input2, bool bShouldResimulate)
void SetScreenCorners ()
void UpdateScreen ()
void SetScreenBounds () const
void StartSuperFreeze (int32 Duration, int32 SelfDuration, ABattleObject *CallingObject)
void ScreenPosToWorldPos (int32 X, int32 Y, int32 *OutX, int32 *OutY) const
ABattleObjectAddBattleObject (const UState *InState, int PosX, int PosY, EObjDir Dir, int32 ObjectStateIndex, bool bIsCommonState, APlayerObject *Parent) const
void SetDrawPriorityFront (ABattleObject *InObject) const
APlayerObjectSwitchMainPlayer (APlayerObject *InPlayer, int TeamIndex)
APlayerObjectCallAssist (const bool IsP1, int AssistIndex, const FGameplayTag AssistName)
bool CanTag (const APlayerObject *InPlayer, int TeamIndex) const
void SaveGameState (int32 *InChecksum)
void LoadGameState ()
TArray< uint8 > SaveForRollback ()
void LoadForRollback (const TArray< uint8 > &InBytes)
void EndMatch ()
void UpdateCamera ()
void PlayLevelSequence (APlayerObject *Target, APlayerObject *Enemy, ULevelSequence *Sequence)
void CameraShake (const TSubclassOf< UCameraShakeBase > &Pattern, float Scale) const
void HUDInit () const
void UpdateHUD () const
void BattleHudVisibility (bool Visible)
void PlayCommonAudio (USoundBase *InSoundWave, float MaxDuration)
void PlayCharaAudio (USoundBase *InSoundWave, float MaxDuration)
void PlayVoiceLine (USoundBase *InSoundWave, float MaxDuration, int Player)
void PlayAnnouncerVoice (USoundBase *InSoundWave, float MaxDuration)
void PlayMusic (const FGameplayTag Name)
void PlayMusic (USoundBase *InSoundWave, float MaxDuration)
void ManageAudio ()
void RollbackStartAudio (int32 InFrame)
int GetLocalInputs (int Index) const
void SetOtherChecksum (uint32 RemoteChecksum, int32 InFrame)
TArray< APlayerObject * > GetTeam (bool IsP1) const
APlayerObjectGetMainPlayer (bool IsP1) const
void CallBattleExtension (FGameplayTag Name)
int32 GetGauge (bool IsP1, int32 GaugeIndex) const
void SetGauge (bool IsP1, int32 GaugeIndex, int32 Value)
void UseGauge (bool IsP1, int32 GaugeIndex, int32 Value)
bool IsTagBattle () const
void EndMatch_BP ()

Public Attributes

int MaxBattleObjects = 400
TArray< ABattleObject * > Objects {}
TArray< APlayerObject * > Players {}
FBattleState BattleState {}
TArray< ABattleObject * > SortedObjects {}
FTransform BattleSceneTransform
TArray< UBattleExtension * > BattleExtensions = {}
TArray< FGameplayTag > BattleExtensionNames = {}
UBattleExtensionDataBattleExtensionData = {}
class UNightSkyGameInstanceGameInstance = nullptr
class AParticleManagerParticleManager = nullptr
AAudioManagerAudioManager = nullptr
class ALevelSequenceActor * SequenceActor = nullptr
ACameraActor * CameraActor = nullptr
ACameraActor * SequenceCameraActor = nullptr
APlayerObjectSequenceTarget = nullptr
APlayerObjectSequenceEnemy = nullptr
bool bPauseGame = false
bool bViewCollision = false
bool bIsPlayingSequence = false
class AFighterLocalRunnerFighterRunner = nullptr
ANightSkyBattleHudActorBattleHudActor = nullptr
TArray< FRollbackDataRollbackData = {}
int32 LocalFrame = 0
int32 RemoteFrame = 0

Protected Member Functions

virtual void BeginPlay () override
void Init ()
void PlayIntros ()
void UpdateLocalInput ()
void SortObjects ()
void HandlePushCollision () const
void HandleHitCollision () const
void UpdateVisuals () const
void HandleRoundWin ()
bool HandleMatchWin ()
void CollisionView () const
int32 CreateChecksum ()
FGGPONetworkStats GetNetworkStats () const

Detailed Description

Definition at line 284 of file NightSkyGameState.h.

Constructor & Destructor Documentation

◆ ANightSkyGameState()

ANightSkyGameState::ANightSkyGameState ( )

Definition at line 43 of file NightSkyGameState.cpp.

Member Function Documentation

◆ AddBattleObject()

ABattleObject * ANightSkyGameState::AddBattleObject ( const UState * InState,
int PosX,
int PosY,
EObjDir Dir,
int32 ObjectStateIndex,
bool bIsCommonState,
APlayerObject * Parent ) const

Definition at line 1303 of file NightSkyGameState.cpp.

◆ BattleHudVisibility()

void ANightSkyGameState::BattleHudVisibility ( bool Visible)

Definition at line 1754 of file NightSkyGameState.cpp.

◆ BeginPlay()

void ANightSkyGameState::BeginPlay ( )
overrideprotectedvirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 50 of file NightSkyGameState.cpp.

◆ CallAssist()

APlayerObject * ANightSkyGameState::CallAssist ( const bool IsP1,
int AssistIndex,
const FGameplayTag AssistName )

Definition at line 1614 of file NightSkyGameState.cpp.

◆ CallBattleExtension()

void ANightSkyGameState::CallBattleExtension ( FGameplayTag Name)

Definition at line 1706 of file NightSkyGameState.cpp.

◆ CameraShake()

void ANightSkyGameState::CameraShake ( const TSubclassOf< UCameraShakeBase > & Pattern,
float Scale ) const

Definition at line 1465 of file NightSkyGameState.cpp.

◆ CanTag()

bool ANightSkyGameState::CanTag ( const APlayerObject * InPlayer,
int TeamIndex ) const

Definition at line 1633 of file NightSkyGameState.cpp.

◆ CollisionView()

void ANightSkyGameState::CollisionView ( ) const
protected

Definition at line 1198 of file NightSkyGameState.cpp.

◆ CreateChecksum()

int32 ANightSkyGameState::CreateChecksum ( )
protected

Definition at line 1209 of file NightSkyGameState.cpp.

◆ EndMatch()

void ANightSkyGameState::EndMatch ( )

Definition at line 2100 of file NightSkyGameState.cpp.

◆ EndMatch_BP()

void ANightSkyGameState::EndMatch_BP ( )

◆ GetGauge()

int32 ANightSkyGameState::GetGauge ( bool IsP1,
int32 GaugeIndex ) const

Definition at line 1714 of file NightSkyGameState.cpp.

◆ GetLocalInputs()

int ANightSkyGameState::GetLocalInputs ( int Index) const

Definition at line 1651 of file NightSkyGameState.cpp.

◆ GetMainPlayer()

APlayerObject * ANightSkyGameState::GetMainPlayer ( bool IsP1) const

Definition at line 1700 of file NightSkyGameState.cpp.

◆ GetNetworkStats()

FGGPONetworkStats ANightSkyGameState::GetNetworkStats ( ) const
protected

Definition at line 1236 of file NightSkyGameState.cpp.

◆ GetTeam()

TArray< APlayerObject * > ANightSkyGameState::GetTeam ( bool IsP1) const

Definition at line 1667 of file NightSkyGameState.cpp.

◆ HandleHitCollision()

void ANightSkyGameState::HandleHitCollision ( ) const
protected

Definition at line 798 of file NightSkyGameState.cpp.

◆ HandleMatchWin()

bool ANightSkyGameState::HandleMatchWin ( )
protected

Definition at line 1001 of file NightSkyGameState.cpp.

◆ HandlePushCollision()

void ANightSkyGameState::HandlePushCollision ( ) const
protected

Definition at line 783 of file NightSkyGameState.cpp.

◆ HandleRoundWin()

void ANightSkyGameState::HandleRoundWin ( )
protected

Definition at line 831 of file NightSkyGameState.cpp.

◆ HUDInit()

void ANightSkyGameState::HUDInit ( ) const

Definition at line 1475 of file NightSkyGameState.cpp.

◆ Init()

void ANightSkyGameState::Init ( )
protected

Definition at line 68 of file NightSkyGameState.cpp.

◆ IsTagBattle()

bool ANightSkyGameState::IsTagBattle ( ) const

Definition at line 1743 of file NightSkyGameState.cpp.

◆ LoadForRollback()

void ANightSkyGameState::LoadForRollback ( const TArray< uint8 > & InBytes)

Definition at line 2093 of file NightSkyGameState.cpp.

◆ LoadGameState()

void ANightSkyGameState::LoadGameState ( )

Definition at line 2037 of file NightSkyGameState.cpp.

◆ ManageAudio()

void ANightSkyGameState::ManageAudio ( )

Definition at line 1854 of file NightSkyGameState.cpp.

◆ MatchInit()

void ANightSkyGameState::MatchInit ( )

Definition at line 300 of file NightSkyGameState.cpp.

◆ PlayAnnouncerVoice()

void ANightSkyGameState::PlayAnnouncerVoice ( USoundBase * InSoundWave,
float MaxDuration )

Definition at line 1812 of file NightSkyGameState.cpp.

◆ PlayCharaAudio()

void ANightSkyGameState::PlayCharaAudio ( USoundBase * InSoundWave,
float MaxDuration )

Definition at line 1779 of file NightSkyGameState.cpp.

◆ PlayCommonAudio()

void ANightSkyGameState::PlayCommonAudio ( USoundBase * InSoundWave,
float MaxDuration )

Definition at line 1759 of file NightSkyGameState.cpp.

◆ PlayIntros()

void ANightSkyGameState::PlayIntros ( )
protected

Definition at line 163 of file NightSkyGameState.cpp.

◆ PlayLevelSequence()

void ANightSkyGameState::PlayLevelSequence ( APlayerObject * Target,
APlayerObject * Enemy,
ULevelSequence * Sequence )

Definition at line 1398 of file NightSkyGameState.cpp.

◆ PlayMusic() [1/2]

void ANightSkyGameState::PlayMusic ( const FGameplayTag Name)

Definition at line 1825 of file NightSkyGameState.cpp.

◆ PlayMusic() [2/2]

void ANightSkyGameState::PlayMusic ( USoundBase * InSoundWave,
float MaxDuration )

Definition at line 1842 of file NightSkyGameState.cpp.

◆ PlayVoiceLine()

void ANightSkyGameState::PlayVoiceLine ( USoundBase * InSoundWave,
float MaxDuration,
int Player )

Definition at line 1799 of file NightSkyGameState.cpp.

◆ RollbackStartAudio()

void ANightSkyGameState::RollbackStartAudio ( int32 InFrame)

Definition at line 1918 of file NightSkyGameState.cpp.

◆ RoundInit()

void ANightSkyGameState::RoundInit ( )

Definition at line 177 of file NightSkyGameState.cpp.

◆ SaveForRollback()

TArray< uint8 > ANightSkyGameState::SaveForRollback ( )

Definition at line 2084 of file NightSkyGameState.cpp.

◆ SaveGameState()

void ANightSkyGameState::SaveGameState ( int32 * InChecksum)

Definition at line 1978 of file NightSkyGameState.cpp.

◆ ScreenPosToWorldPos()

void ANightSkyGameState::ScreenPosToWorldPos ( int32 X,
int32 Y,
int32 * OutX,
int32 * OutY ) const

Definition at line 1748 of file NightSkyGameState.cpp.

◆ SetDrawPriorityFront()

void ANightSkyGameState::SetDrawPriorityFront ( ABattleObject * InObject) const

Definition at line 1566 of file NightSkyGameState.cpp.

◆ SetGauge()

void ANightSkyGameState::SetGauge ( bool IsP1,
int32 GaugeIndex,
int32 Value )

Definition at line 1725 of file NightSkyGameState.cpp.

◆ SetOtherChecksum()

void ANightSkyGameState::SetOtherChecksum ( uint32 RemoteChecksum,
int32 InFrame )

Definition at line 1661 of file NightSkyGameState.cpp.

◆ SetScreenBounds()

void ANightSkyGameState::SetScreenBounds ( ) const

Definition at line 1250 of file NightSkyGameState.cpp.

◆ SetScreenCorners()

void ANightSkyGameState::SetScreenCorners ( )

Definition at line 569 of file NightSkyGameState.cpp.

◆ SortObjects()

void ANightSkyGameState::SortObjects ( )
protected

Definition at line 762 of file NightSkyGameState.cpp.

◆ StartSuperFreeze()

void ANightSkyGameState::StartSuperFreeze ( int32 Duration,
int32 SelfDuration,
ABattleObject * CallingObject )

Definition at line 1295 of file NightSkyGameState.cpp.

◆ SwitchMainPlayer()

APlayerObject * ANightSkyGameState::SwitchMainPlayer ( APlayerObject * InPlayer,
int TeamIndex )

Definition at line 1586 of file NightSkyGameState.cpp.

◆ Tick()

void ANightSkyGameState::Tick ( float DeltaTime)
overridevirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 293 of file NightSkyGameState.cpp.

◆ UpdateCamera()

void ANightSkyGameState::UpdateCamera ( )

Definition at line 1332 of file NightSkyGameState.cpp.

◆ UpdateGameState() [1/2]

void ANightSkyGameState::UpdateGameState ( )

Definition at line 754 of file NightSkyGameState.cpp.

◆ UpdateGameState() [2/2]

void ANightSkyGameState::UpdateGameState ( int32 Input1,
int32 Input2,
bool bShouldResimulate )

Definition at line 373 of file NightSkyGameState.cpp.

◆ UpdateHUD()

void ANightSkyGameState::UpdateHUD ( ) const

Definition at line 1489 of file NightSkyGameState.cpp.

◆ UpdateLocalInput()

void ANightSkyGameState::UpdateLocalInput ( )
protected

Definition at line 286 of file NightSkyGameState.cpp.

◆ UpdateScreen()

void ANightSkyGameState::UpdateScreen ( )

Definition at line 621 of file NightSkyGameState.cpp.

◆ UpdateVisuals()

void ANightSkyGameState::UpdateVisuals ( ) const
protected

Definition at line 821 of file NightSkyGameState.cpp.

◆ UseGauge()

void ANightSkyGameState::UseGauge ( bool IsP1,
int32 GaugeIndex,
int32 Value )

Definition at line 1734 of file NightSkyGameState.cpp.

Member Data Documentation

◆ AudioManager

AAudioManager* ANightSkyGameState::AudioManager = nullptr

Definition at line 320 of file NightSkyGameState.h.

◆ BattleExtensionData

UBattleExtensionData* ANightSkyGameState::BattleExtensionData = {}

Definition at line 312 of file NightSkyGameState.h.

◆ BattleExtensionNames

TArray<FGameplayTag> ANightSkyGameState::BattleExtensionNames = {}

Definition at line 309 of file NightSkyGameState.h.

◆ BattleExtensions

TArray<UBattleExtension*> ANightSkyGameState::BattleExtensions = {}

Definition at line 308 of file NightSkyGameState.h.

◆ BattleHudActor

ANightSkyBattleHudActor* ANightSkyGameState::BattleHudActor = nullptr

Definition at line 343 of file NightSkyGameState.h.

◆ BattleSceneTransform

FTransform ANightSkyGameState::BattleSceneTransform

Definition at line 305 of file NightSkyGameState.h.

◆ BattleState

FBattleState ANightSkyGameState::BattleState {}

Definition at line 299 of file NightSkyGameState.h.

◆ bIsPlayingSequence

bool ANightSkyGameState::bIsPlayingSequence = false

Definition at line 338 of file NightSkyGameState.h.

◆ bPauseGame

bool ANightSkyGameState::bPauseGame = false

Definition at line 333 of file NightSkyGameState.h.

◆ bViewCollision

bool ANightSkyGameState::bViewCollision = false

Definition at line 335 of file NightSkyGameState.h.

◆ CameraActor

ACameraActor* ANightSkyGameState::CameraActor = nullptr

Definition at line 325 of file NightSkyGameState.h.

◆ FighterRunner

class AFighterLocalRunner* ANightSkyGameState::FighterRunner = nullptr

Definition at line 341 of file NightSkyGameState.h.

◆ GameInstance

class UNightSkyGameInstance* ANightSkyGameState::GameInstance = nullptr

Definition at line 315 of file NightSkyGameState.h.

◆ LocalFrame

int32 ANightSkyGameState::LocalFrame = 0

Definition at line 347 of file NightSkyGameState.h.

◆ MaxBattleObjects

int ANightSkyGameState::MaxBattleObjects = 400

Definition at line 293 of file NightSkyGameState.h.

◆ Objects

TArray<ABattleObject*> ANightSkyGameState::Objects {}

Definition at line 295 of file NightSkyGameState.h.

◆ ParticleManager

class AParticleManager* ANightSkyGameState::ParticleManager = nullptr

Definition at line 318 of file NightSkyGameState.h.

◆ Players

TArray<APlayerObject*> ANightSkyGameState::Players {}

Definition at line 297 of file NightSkyGameState.h.

◆ RemoteFrame

int32 ANightSkyGameState::RemoteFrame = 0

Definition at line 348 of file NightSkyGameState.h.

◆ RollbackData

TArray<FRollbackData> ANightSkyGameState::RollbackData = {}

Definition at line 345 of file NightSkyGameState.h.

◆ SequenceActor

class ALevelSequenceActor* ANightSkyGameState::SequenceActor = nullptr

Definition at line 323 of file NightSkyGameState.h.

◆ SequenceCameraActor

ACameraActor* ANightSkyGameState::SequenceCameraActor = nullptr

Definition at line 327 of file NightSkyGameState.h.

◆ SequenceEnemy

APlayerObject* ANightSkyGameState::SequenceEnemy = nullptr

Definition at line 331 of file NightSkyGameState.h.

◆ SequenceTarget

APlayerObject* ANightSkyGameState::SequenceTarget = nullptr

Definition at line 329 of file NightSkyGameState.h.

◆ SortedObjects

TArray<ABattleObject*> ANightSkyGameState::SortedObjects {}

Definition at line 302 of file NightSkyGameState.h.


The documentation for this class was generated from the following files:
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Battle/Actors/NightSkyGameState.h
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Battle/Actors/NightSkyGameState.cpp