Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyGameState.h>
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 |
ABattleObject * | AddBattleObject (const UState *InState, int PosX, int PosY, EObjDir Dir, int32 ObjectStateIndex, bool bIsCommonState, APlayerObject *Parent) const |
void | SetDrawPriorityFront (ABattleObject *InObject) const |
APlayerObject * | SwitchMainPlayer (APlayerObject *InPlayer, int TeamIndex) |
APlayerObject * | CallAssist (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 |
APlayerObject * | GetMainPlayer (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 = {} |
UBattleExtensionData * | BattleExtensionData = {} |
class UNightSkyGameInstance * | GameInstance = nullptr |
class AParticleManager * | ParticleManager = nullptr |
AAudioManager * | AudioManager = nullptr |
class ALevelSequenceActor * | SequenceActor = nullptr |
ACameraActor * | CameraActor = nullptr |
ACameraActor * | SequenceCameraActor = nullptr |
APlayerObject * | SequenceTarget = nullptr |
APlayerObject * | SequenceEnemy = nullptr |
bool | bPauseGame = false |
bool | bViewCollision = false |
bool | bIsPlayingSequence = false |
class AFighterLocalRunner * | FighterRunner = nullptr |
ANightSkyBattleHudActor * | BattleHudActor = nullptr |
TArray< FRollbackData > | RollbackData = {} |
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 |
Definition at line 284 of file NightSkyGameState.h.
ANightSkyGameState::ANightSkyGameState | ( | ) |
Definition at line 43 of file NightSkyGameState.cpp.
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.
void ANightSkyGameState::BattleHudVisibility | ( | bool | Visible | ) |
Definition at line 1754 of file NightSkyGameState.cpp.
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overrideprotectedvirtual |
Reimplemented in ANightSkyWTGameState.
Definition at line 50 of file NightSkyGameState.cpp.
APlayerObject * ANightSkyGameState::CallAssist | ( | const bool | IsP1, |
int | AssistIndex, | ||
const FGameplayTag | AssistName ) |
Definition at line 1614 of file NightSkyGameState.cpp.
void ANightSkyGameState::CallBattleExtension | ( | FGameplayTag | Name | ) |
Definition at line 1706 of file NightSkyGameState.cpp.
void ANightSkyGameState::CameraShake | ( | const TSubclassOf< UCameraShakeBase > & | Pattern, |
float | Scale ) const |
Definition at line 1465 of file NightSkyGameState.cpp.
bool ANightSkyGameState::CanTag | ( | const APlayerObject * | InPlayer, |
int | TeamIndex ) const |
Definition at line 1633 of file NightSkyGameState.cpp.
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Definition at line 1198 of file NightSkyGameState.cpp.
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Definition at line 1209 of file NightSkyGameState.cpp.
void ANightSkyGameState::EndMatch | ( | ) |
Definition at line 2100 of file NightSkyGameState.cpp.
void ANightSkyGameState::EndMatch_BP | ( | ) |
int32 ANightSkyGameState::GetGauge | ( | bool | IsP1, |
int32 | GaugeIndex ) const |
Definition at line 1714 of file NightSkyGameState.cpp.
int ANightSkyGameState::GetLocalInputs | ( | int | Index | ) | const |
Definition at line 1651 of file NightSkyGameState.cpp.
APlayerObject * ANightSkyGameState::GetMainPlayer | ( | bool | IsP1 | ) | const |
Definition at line 1700 of file NightSkyGameState.cpp.
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Definition at line 1236 of file NightSkyGameState.cpp.
TArray< APlayerObject * > ANightSkyGameState::GetTeam | ( | bool | IsP1 | ) | const |
Definition at line 1667 of file NightSkyGameState.cpp.
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Definition at line 798 of file NightSkyGameState.cpp.
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Definition at line 1001 of file NightSkyGameState.cpp.
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Definition at line 783 of file NightSkyGameState.cpp.
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Definition at line 831 of file NightSkyGameState.cpp.
void ANightSkyGameState::HUDInit | ( | ) | const |
Definition at line 1475 of file NightSkyGameState.cpp.
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Definition at line 68 of file NightSkyGameState.cpp.
bool ANightSkyGameState::IsTagBattle | ( | ) | const |
Definition at line 1743 of file NightSkyGameState.cpp.
void ANightSkyGameState::LoadForRollback | ( | const TArray< uint8 > & | InBytes | ) |
Definition at line 2093 of file NightSkyGameState.cpp.
void ANightSkyGameState::LoadGameState | ( | ) |
Definition at line 2037 of file NightSkyGameState.cpp.
void ANightSkyGameState::ManageAudio | ( | ) |
Definition at line 1854 of file NightSkyGameState.cpp.
void ANightSkyGameState::MatchInit | ( | ) |
Definition at line 300 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayAnnouncerVoice | ( | USoundBase * | InSoundWave, |
float | MaxDuration ) |
Definition at line 1812 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayCharaAudio | ( | USoundBase * | InSoundWave, |
float | MaxDuration ) |
Definition at line 1779 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayCommonAudio | ( | USoundBase * | InSoundWave, |
float | MaxDuration ) |
Definition at line 1759 of file NightSkyGameState.cpp.
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Definition at line 163 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayLevelSequence | ( | APlayerObject * | Target, |
APlayerObject * | Enemy, | ||
ULevelSequence * | Sequence ) |
Definition at line 1398 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayMusic | ( | const FGameplayTag | Name | ) |
Definition at line 1825 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayMusic | ( | USoundBase * | InSoundWave, |
float | MaxDuration ) |
Definition at line 1842 of file NightSkyGameState.cpp.
void ANightSkyGameState::PlayVoiceLine | ( | USoundBase * | InSoundWave, |
float | MaxDuration, | ||
int | Player ) |
Definition at line 1799 of file NightSkyGameState.cpp.
void ANightSkyGameState::RollbackStartAudio | ( | int32 | InFrame | ) |
Definition at line 1918 of file NightSkyGameState.cpp.
void ANightSkyGameState::RoundInit | ( | ) |
Definition at line 177 of file NightSkyGameState.cpp.
TArray< uint8 > ANightSkyGameState::SaveForRollback | ( | ) |
Definition at line 2084 of file NightSkyGameState.cpp.
void ANightSkyGameState::SaveGameState | ( | int32 * | InChecksum | ) |
Definition at line 1978 of file NightSkyGameState.cpp.
void ANightSkyGameState::ScreenPosToWorldPos | ( | int32 | X, |
int32 | Y, | ||
int32 * | OutX, | ||
int32 * | OutY ) const |
Definition at line 1748 of file NightSkyGameState.cpp.
void ANightSkyGameState::SetDrawPriorityFront | ( | ABattleObject * | InObject | ) | const |
Definition at line 1566 of file NightSkyGameState.cpp.
void ANightSkyGameState::SetGauge | ( | bool | IsP1, |
int32 | GaugeIndex, | ||
int32 | Value ) |
Definition at line 1725 of file NightSkyGameState.cpp.
void ANightSkyGameState::SetOtherChecksum | ( | uint32 | RemoteChecksum, |
int32 | InFrame ) |
Definition at line 1661 of file NightSkyGameState.cpp.
void ANightSkyGameState::SetScreenBounds | ( | ) | const |
Definition at line 1250 of file NightSkyGameState.cpp.
void ANightSkyGameState::SetScreenCorners | ( | ) |
Definition at line 569 of file NightSkyGameState.cpp.
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protected |
Definition at line 762 of file NightSkyGameState.cpp.
void ANightSkyGameState::StartSuperFreeze | ( | int32 | Duration, |
int32 | SelfDuration, | ||
ABattleObject * | CallingObject ) |
Definition at line 1295 of file NightSkyGameState.cpp.
APlayerObject * ANightSkyGameState::SwitchMainPlayer | ( | APlayerObject * | InPlayer, |
int | TeamIndex ) |
Definition at line 1586 of file NightSkyGameState.cpp.
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overridevirtual |
Reimplemented in ANightSkyWTGameState.
Definition at line 293 of file NightSkyGameState.cpp.
void ANightSkyGameState::UpdateCamera | ( | ) |
Definition at line 1332 of file NightSkyGameState.cpp.
void ANightSkyGameState::UpdateGameState | ( | ) |
Definition at line 754 of file NightSkyGameState.cpp.
void ANightSkyGameState::UpdateGameState | ( | int32 | Input1, |
int32 | Input2, | ||
bool | bShouldResimulate ) |
Definition at line 373 of file NightSkyGameState.cpp.
void ANightSkyGameState::UpdateHUD | ( | ) | const |
Definition at line 1489 of file NightSkyGameState.cpp.
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Definition at line 286 of file NightSkyGameState.cpp.
void ANightSkyGameState::UpdateScreen | ( | ) |
Definition at line 621 of file NightSkyGameState.cpp.
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Definition at line 821 of file NightSkyGameState.cpp.
void ANightSkyGameState::UseGauge | ( | bool | IsP1, |
int32 | GaugeIndex, | ||
int32 | Value ) |
Definition at line 1734 of file NightSkyGameState.cpp.
AAudioManager* ANightSkyGameState::AudioManager = nullptr |
Definition at line 320 of file NightSkyGameState.h.
UBattleExtensionData* ANightSkyGameState::BattleExtensionData = {} |
Definition at line 312 of file NightSkyGameState.h.
TArray<FGameplayTag> ANightSkyGameState::BattleExtensionNames = {} |
Definition at line 309 of file NightSkyGameState.h.
TArray<UBattleExtension*> ANightSkyGameState::BattleExtensions = {} |
Definition at line 308 of file NightSkyGameState.h.
ANightSkyBattleHudActor* ANightSkyGameState::BattleHudActor = nullptr |
Definition at line 343 of file NightSkyGameState.h.
FTransform ANightSkyGameState::BattleSceneTransform |
Definition at line 305 of file NightSkyGameState.h.
FBattleState ANightSkyGameState::BattleState {} |
Definition at line 299 of file NightSkyGameState.h.
bool ANightSkyGameState::bIsPlayingSequence = false |
Definition at line 338 of file NightSkyGameState.h.
bool ANightSkyGameState::bPauseGame = false |
Definition at line 333 of file NightSkyGameState.h.
bool ANightSkyGameState::bViewCollision = false |
Definition at line 335 of file NightSkyGameState.h.
ACameraActor* ANightSkyGameState::CameraActor = nullptr |
Definition at line 325 of file NightSkyGameState.h.
class AFighterLocalRunner* ANightSkyGameState::FighterRunner = nullptr |
Definition at line 341 of file NightSkyGameState.h.
class UNightSkyGameInstance* ANightSkyGameState::GameInstance = nullptr |
Definition at line 315 of file NightSkyGameState.h.
int32 ANightSkyGameState::LocalFrame = 0 |
Definition at line 347 of file NightSkyGameState.h.
int ANightSkyGameState::MaxBattleObjects = 400 |
Definition at line 293 of file NightSkyGameState.h.
TArray<ABattleObject*> ANightSkyGameState::Objects {} |
Definition at line 295 of file NightSkyGameState.h.
class AParticleManager* ANightSkyGameState::ParticleManager = nullptr |
Definition at line 318 of file NightSkyGameState.h.
TArray<APlayerObject*> ANightSkyGameState::Players {} |
Definition at line 297 of file NightSkyGameState.h.
int32 ANightSkyGameState::RemoteFrame = 0 |
Definition at line 348 of file NightSkyGameState.h.
TArray<FRollbackData> ANightSkyGameState::RollbackData = {} |
Definition at line 345 of file NightSkyGameState.h.
class ALevelSequenceActor* ANightSkyGameState::SequenceActor = nullptr |
Definition at line 323 of file NightSkyGameState.h.
ACameraActor* ANightSkyGameState::SequenceCameraActor = nullptr |
Definition at line 327 of file NightSkyGameState.h.
APlayerObject* ANightSkyGameState::SequenceEnemy = nullptr |
Definition at line 331 of file NightSkyGameState.h.
APlayerObject* ANightSkyGameState::SequenceTarget = nullptr |
Definition at line 329 of file NightSkyGameState.h.
TArray<ABattleObject*> ANightSkyGameState::SortedObjects {} |
Definition at line 302 of file NightSkyGameState.h.