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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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protected |
Definition at line 1198 of file NightSkyGameState.cpp.
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protected |
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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protected |
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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protected |
Definition at line 798 of file NightSkyGameState.cpp.
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protected |
Definition at line 1001 of file NightSkyGameState.cpp.
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protected |
Definition at line 783 of file NightSkyGameState.cpp.
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protected |
Definition at line 831 of file NightSkyGameState.cpp.
| void ANightSkyGameState::HUDInit | ( | ) | const |
Definition at line 1475 of file NightSkyGameState.cpp.
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protected |
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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protected |
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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protected |
Definition at line 286 of file NightSkyGameState.cpp.
| void ANightSkyGameState::UpdateScreen | ( | ) |
Definition at line 621 of file NightSkyGameState.cpp.
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protected |
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.