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 SetStageBounds ()
 
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 FString &AssistName)
 
bool CanTag (const APlayerObject *InPlayer, int TeamIndex) const
 
void SaveGameState (int32 *InChecksum)
 
void LoadGameState ()
 
void UpdateCamera ()
 
void PlayLevelSequence (APlayerObject *Target, APlayerObject *Enemy, ULevelSequence *Sequence)
 
void CameraShake (const TSubclassOf< UCameraShakeBase > &Pattern, float Scale) 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 FString &Name)
 
void PlayMusic (USoundBase *InSoundWave, float MaxDuration)
 
void ManageAudio ()
 
void RollbackStartAudio (int32 InFrame) const
 
int GetLocalInputs (int Index) const
 
void UpdateRemoteInput (int RemoteInput[], int32 InFrame)
 
void SetOtherChecksum (uint32 RemoteChecksum, int32 InFrame)
 
TArray< APlayerObject * > GetTeam (bool IsP1) const
 
APlayerObjectGetMainPlayer (bool IsP1) const
 
void CallBattleExtension (FString 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 ()
 

Public Attributes

FTransform BattleSceneTransform
 
ABattleObjectSortedObjects [MaxBattleObjects+MaxPlayerObjects] {}
 
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< FRollbackDataMainRollbackData = {}
 
TArray< FBPRollbackDataBPRollbackData = {}
 
FBattleState BattleState = FBattleState()
 
TArray< UBattleExtension * > BattleExtensions = {}
 
TArray< FName > BattleExtensionNames = {}
 
UBattleExtensionDataBattleExtensionData = {}
 
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 ()
 
virtual bool HandleMatchWin ()
 
void CollisionView () const
 
int32 CreateChecksum ()
 
FGGPONetworkStats GetNetworkStats () const
 

Protected Attributes

ABattleObjectObjects [MaxBattleObjects] {}
 
APlayerObjectPlayers [MaxPlayerObjects] {}
 

Detailed Description

Definition at line 178 of file NightSkyGameState.h.

Constructor & Destructor Documentation

◆ ANightSkyGameState()

ANightSkyGameState::ANightSkyGameState ( )

Definition at line 32 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 1022 of file NightSkyGameState.cpp.

◆ BattleHudVisibility()

void ANightSkyGameState::BattleHudVisibility ( bool Visible)

Definition at line 1480 of file NightSkyGameState.cpp.

◆ BeginPlay()

void ANightSkyGameState::BeginPlay ( )
overrideprotectedvirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 39 of file NightSkyGameState.cpp.

◆ CallAssist()

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

Definition at line 1323 of file NightSkyGameState.cpp.

◆ CallBattleExtension()

void ANightSkyGameState::CallBattleExtension ( FString Name)

Definition at line 1433 of file NightSkyGameState.cpp.

◆ CameraShake()

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

Definition at line 1201 of file NightSkyGameState.cpp.

◆ CanTag()

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

Definition at line 1342 of file NightSkyGameState.cpp.

◆ CollisionView()

void ANightSkyGameState::CollisionView ( ) const
protected

Definition at line 910 of file NightSkyGameState.cpp.

◆ CreateChecksum()

int32 ANightSkyGameState::CreateChecksum ( )
protected

Definition at line 921 of file NightSkyGameState.cpp.

◆ EndMatch()

void ANightSkyGameState::EndMatch ( )

◆ GetGauge()

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

Definition at line 1441 of file NightSkyGameState.cpp.

◆ GetLocalInputs()

int ANightSkyGameState::GetLocalInputs ( int Index) const

Definition at line 1360 of file NightSkyGameState.cpp.

◆ GetMainPlayer()

APlayerObject * ANightSkyGameState::GetMainPlayer ( bool IsP1) const

Definition at line 1427 of file NightSkyGameState.cpp.

◆ GetNetworkStats()

FGGPONetworkStats ANightSkyGameState::GetNetworkStats ( ) const
protected

Definition at line 948 of file NightSkyGameState.cpp.

◆ GetTeam()

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

Definition at line 1394 of file NightSkyGameState.cpp.

◆ HandleHitCollision()

void ANightSkyGameState::HandleHitCollision ( ) const
protected

Definition at line 566 of file NightSkyGameState.cpp.

◆ HandleMatchWin()

bool ANightSkyGameState::HandleMatchWin ( )
protectedvirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 752 of file NightSkyGameState.cpp.

◆ HandlePushCollision()

void ANightSkyGameState::HandlePushCollision ( ) const
protected

Definition at line 552 of file NightSkyGameState.cpp.

◆ HandleRoundWin()

void ANightSkyGameState::HandleRoundWin ( )
protected

Definition at line 598 of file NightSkyGameState.cpp.

◆ Init()

void ANightSkyGameState::Init ( )
protected

Definition at line 65 of file NightSkyGameState.cpp.

◆ IsTagBattle()

bool ANightSkyGameState::IsTagBattle ( ) const

Definition at line 1470 of file NightSkyGameState.cpp.

◆ LoadGameState()

void ANightSkyGameState::LoadGameState ( )

Definition at line 1729 of file NightSkyGameState.cpp.

◆ ManageAudio()

void ANightSkyGameState::ManageAudio ( )

Definition at line 1580 of file NightSkyGameState.cpp.

◆ MatchInit()

void ANightSkyGameState::MatchInit ( )

Definition at line 297 of file NightSkyGameState.cpp.

◆ PlayAnnouncerVoice()

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

Definition at line 1538 of file NightSkyGameState.cpp.

◆ PlayCharaAudio()

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

Definition at line 1505 of file NightSkyGameState.cpp.

◆ PlayCommonAudio()

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

Definition at line 1485 of file NightSkyGameState.cpp.

◆ PlayIntros()

void ANightSkyGameState::PlayIntros ( )
protected

Definition at line 151 of file NightSkyGameState.cpp.

◆ PlayLevelSequence()

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

Definition at line 1134 of file NightSkyGameState.cpp.

◆ PlayMusic() [1/2]

void ANightSkyGameState::PlayMusic ( const FString & Name)

Definition at line 1551 of file NightSkyGameState.cpp.

◆ PlayMusic() [2/2]

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

Definition at line 1568 of file NightSkyGameState.cpp.

◆ PlayVoiceLine()

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

Definition at line 1525 of file NightSkyGameState.cpp.

◆ RollbackStartAudio()

void ANightSkyGameState::RollbackStartAudio ( int32 InFrame) const

Definition at line 1631 of file NightSkyGameState.cpp.

◆ RoundInit()

void ANightSkyGameState::RoundInit ( )

Definition at line 163 of file NightSkyGameState.cpp.

◆ SaveGameState()

void ANightSkyGameState::SaveGameState ( int32 * InChecksum)

Definition at line 1684 of file NightSkyGameState.cpp.

◆ ScreenPosToWorldPos()

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

Definition at line 1475 of file NightSkyGameState.cpp.

◆ SetDrawPriorityFront()

void ANightSkyGameState::SetDrawPriorityFront ( ABattleObject * InObject) const

Definition at line 1277 of file NightSkyGameState.cpp.

◆ SetGauge()

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

Definition at line 1452 of file NightSkyGameState.cpp.

◆ SetOtherChecksum()

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

Definition at line 1388 of file NightSkyGameState.cpp.

◆ SetScreenBounds()

void ANightSkyGameState::SetScreenBounds ( ) const

Definition at line 979 of file NightSkyGameState.cpp.

◆ SetStageBounds()

void ANightSkyGameState::SetStageBounds ( )

Definition at line 963 of file NightSkyGameState.cpp.

◆ SortObjects()

void ANightSkyGameState::SortObjects ( )
protected

Definition at line 531 of file NightSkyGameState.cpp.

◆ StartSuperFreeze()

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

Definition at line 1014 of file NightSkyGameState.cpp.

◆ SwitchMainPlayer()

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

Definition at line 1297 of file NightSkyGameState.cpp.

◆ Tick()

void ANightSkyGameState::Tick ( float DeltaTime)
overridevirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 290 of file NightSkyGameState.cpp.

◆ UpdateCamera()

void ANightSkyGameState::UpdateCamera ( )

Definition at line 1051 of file NightSkyGameState.cpp.

◆ UpdateGameState() [1/2]

void ANightSkyGameState::UpdateGameState ( )

Definition at line 524 of file NightSkyGameState.cpp.

◆ UpdateGameState() [2/2]

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

Definition at line 364 of file NightSkyGameState.cpp.

◆ UpdateHUD()

void ANightSkyGameState::UpdateHUD ( ) const

Definition at line 1211 of file NightSkyGameState.cpp.

◆ UpdateLocalInput()

void ANightSkyGameState::UpdateLocalInput ( )
protected

Definition at line 268 of file NightSkyGameState.cpp.

◆ UpdateRemoteInput()

void ANightSkyGameState::UpdateRemoteInput ( int RemoteInput[],
int32 InFrame )

Definition at line 1369 of file NightSkyGameState.cpp.

◆ UpdateVisuals()

void ANightSkyGameState::UpdateVisuals ( ) const
protected

Definition at line 588 of file NightSkyGameState.cpp.

◆ UseGauge()

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

Definition at line 1461 of file NightSkyGameState.cpp.

Member Data Documentation

◆ AudioManager

AAudioManager* ANightSkyGameState::AudioManager = nullptr

Definition at line 204 of file NightSkyGameState.h.

◆ BattleExtensionData

UBattleExtensionData* ANightSkyGameState::BattleExtensionData = {}

Definition at line 240 of file NightSkyGameState.h.

◆ BattleExtensionNames

TArray<FName> ANightSkyGameState::BattleExtensionNames = {}

Definition at line 237 of file NightSkyGameState.h.

◆ BattleExtensions

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

Definition at line 236 of file NightSkyGameState.h.

◆ BattleHudActor

ANightSkyBattleHudActor* ANightSkyGameState::BattleHudActor = nullptr

Definition at line 227 of file NightSkyGameState.h.

◆ BattleSceneTransform

FTransform ANightSkyGameState::BattleSceneTransform

Definition at line 193 of file NightSkyGameState.h.

◆ BattleState

FBattleState ANightSkyGameState::BattleState = FBattleState()

Definition at line 233 of file NightSkyGameState.h.

◆ bIsPlayingSequence

bool ANightSkyGameState::bIsPlayingSequence = false

Definition at line 222 of file NightSkyGameState.h.

◆ bPauseGame

bool ANightSkyGameState::bPauseGame = false

Definition at line 217 of file NightSkyGameState.h.

◆ BPRollbackData

TArray<FBPRollbackData> ANightSkyGameState::BPRollbackData = {}

Definition at line 230 of file NightSkyGameState.h.

◆ bViewCollision

bool ANightSkyGameState::bViewCollision = false

Definition at line 219 of file NightSkyGameState.h.

◆ CameraActor

ACameraActor* ANightSkyGameState::CameraActor = nullptr

Definition at line 209 of file NightSkyGameState.h.

◆ FighterRunner

class AFighterLocalRunner* ANightSkyGameState::FighterRunner = nullptr

Definition at line 225 of file NightSkyGameState.h.

◆ GameInstance

class UNightSkyGameInstance* ANightSkyGameState::GameInstance = nullptr

Definition at line 199 of file NightSkyGameState.h.

◆ LocalFrame

int32 ANightSkyGameState::LocalFrame = 0

Definition at line 242 of file NightSkyGameState.h.

◆ MainRollbackData

TArray<FRollbackData> ANightSkyGameState::MainRollbackData = {}

Definition at line 229 of file NightSkyGameState.h.

◆ Objects

ABattleObject* ANightSkyGameState::Objects[MaxBattleObjects] {}
protected

Definition at line 184 of file NightSkyGameState.h.

◆ ParticleManager

class AParticleManager* ANightSkyGameState::ParticleManager = nullptr

Definition at line 202 of file NightSkyGameState.h.

◆ Players

APlayerObject* ANightSkyGameState::Players[MaxPlayerObjects] {}
protected

Definition at line 186 of file NightSkyGameState.h.

◆ RemoteFrame

int32 ANightSkyGameState::RemoteFrame = 0

Definition at line 243 of file NightSkyGameState.h.

◆ SequenceActor

class ALevelSequenceActor* ANightSkyGameState::SequenceActor = nullptr

Definition at line 207 of file NightSkyGameState.h.

◆ SequenceCameraActor

ACameraActor* ANightSkyGameState::SequenceCameraActor = nullptr

Definition at line 211 of file NightSkyGameState.h.

◆ SequenceEnemy

APlayerObject* ANightSkyGameState::SequenceEnemy = nullptr

Definition at line 215 of file NightSkyGameState.h.

◆ SequenceTarget

APlayerObject* ANightSkyGameState::SequenceTarget = nullptr

Definition at line 213 of file NightSkyGameState.h.

◆ SortedObjects

ABattleObject* ANightSkyGameState::SortedObjects[MaxBattleObjects+MaxPlayerObjects] {}

Definition at line 196 of file NightSkyGameState.h.


The documentation for this class was generated from the following files: