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:
ANightSkyWTGameState

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 (FRollbackData &RollbackData, int32 *InChecksum)
 
void LoadGameState (FRollbackData &RollbackData)
 
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 ()
 
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 (USoundBase *InSoundWave, float MaxDuration)
 
void ManageAudio ()
 
void RollbackStartAudio (int32 InFrame)
 
int GetLocalInputs (int Index) const
 
void SetOtherChecksum (uint32 RemoteChecksum, int32 InFrame)
 
void PlayAnnouncerVoice (const FGameplayTag Name)
 
void PlayMusic (const FGameplayTag Name)
 
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
 
int32 GetTeamCount (bool bIsP1) const
 
void EndMatch_BP ()
 
void UpdateHUD_BP ()
 
void UpdateHUDAnimations_BP ()
 

Public Attributes

int MaxBattleObjects = 400
 
TSubclassOf< ABattleObjectBattleObjectClass = ABattleObject::StaticClass()
 
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
 
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 ()
 
void NextRoundTransition (bool bIsP1)
 
bool HandleMatchWin ()
 
void CollisionView () const
 
int32 CreateChecksum ()
 
FGGPONetworkStats GetNetworkStats () const
 

Detailed Description

Definition at line 286 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 1150 of file NightSkyGameState.cpp.

◆ BattleHudVisibility()

void ANightSkyGameState::BattleHudVisibility ( bool Visible)

Definition at line 1634 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 1478 of file NightSkyGameState.cpp.

◆ CallBattleExtension()

void ANightSkyGameState::CallBattleExtension ( FGameplayTag Name)

Definition at line 1581 of file NightSkyGameState.cpp.

◆ CameraShake()

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

Definition at line 1312 of file NightSkyGameState.cpp.

◆ CanTag()

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

Definition at line 1494 of file NightSkyGameState.cpp.

◆ CollisionView()

void ANightSkyGameState::CollisionView ( ) const
protected

Definition at line 1045 of file NightSkyGameState.cpp.

◆ CreateChecksum()

int32 ANightSkyGameState::CreateChecksum ( )
protected

Definition at line 1056 of file NightSkyGameState.cpp.

◆ EndMatch()

void ANightSkyGameState::EndMatch ( )

Definition at line 1977 of file NightSkyGameState.cpp.

◆ EndMatch_BP()

void ANightSkyGameState::EndMatch_BP ( )

◆ GetGauge()

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

Definition at line 1589 of file NightSkyGameState.cpp.

◆ GetLocalInputs()

int ANightSkyGameState::GetLocalInputs ( int Index) const

Definition at line 1509 of file NightSkyGameState.cpp.

◆ GetMainPlayer()

APlayerObject * ANightSkyGameState::GetMainPlayer ( bool IsP1) const

Definition at line 1575 of file NightSkyGameState.cpp.

◆ GetNetworkStats()

FGGPONetworkStats ANightSkyGameState::GetNetworkStats ( ) const
protected

Definition at line 1083 of file NightSkyGameState.cpp.

◆ GetTeam()

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

Definition at line 1542 of file NightSkyGameState.cpp.

◆ GetTeamCount()

int32 ANightSkyGameState::GetTeamCount ( bool bIsP1) const

Definition at line 1623 of file NightSkyGameState.cpp.

◆ HandleHitCollision()

void ANightSkyGameState::HandleHitCollision ( ) const
protected

Definition at line 800 of file NightSkyGameState.cpp.

◆ HandleMatchWin()

bool ANightSkyGameState::HandleMatchWin ( )
protected

Definition at line 969 of file NightSkyGameState.cpp.

◆ HandlePushCollision()

void ANightSkyGameState::HandlePushCollision ( ) const
protected

Definition at line 785 of file NightSkyGameState.cpp.

◆ HandleRoundWin()

void ANightSkyGameState::HandleRoundWin ( )
protected

Definition at line 833 of file NightSkyGameState.cpp.

◆ HUDInit()

void ANightSkyGameState::HUDInit ( ) const

Definition at line 1322 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 1618 of file NightSkyGameState.cpp.

◆ LoadForRollback()

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

Definition at line 1970 of file NightSkyGameState.cpp.

◆ LoadGameState()

void ANightSkyGameState::LoadGameState ( FRollbackData & RollbackData)

Definition at line 1915 of file NightSkyGameState.cpp.

◆ ManageAudio()

void ANightSkyGameState::ManageAudio ( )

Definition at line 1734 of file NightSkyGameState.cpp.

◆ MatchInit()

void ANightSkyGameState::MatchInit ( )

Definition at line 292 of file NightSkyGameState.cpp.

◆ NextRoundTransition()

void ANightSkyGameState::NextRoundTransition ( bool bIsP1)
protected

Definition at line 941 of file NightSkyGameState.cpp.

◆ PlayAnnouncerVoice() [1/2]

void ANightSkyGameState::PlayAnnouncerVoice ( const FGameplayTag Name)

Definition at line 1525 of file NightSkyGameState.cpp.

◆ PlayAnnouncerVoice() [2/2]

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

Definition at line 1692 of file NightSkyGameState.cpp.

◆ PlayCharaAudio()

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

Definition at line 1659 of file NightSkyGameState.cpp.

◆ PlayCommonAudio()

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

Definition at line 1639 of file NightSkyGameState.cpp.

◆ PlayIntros()

void ANightSkyGameState::PlayIntros ( )
protected

Definition at line 158 of file NightSkyGameState.cpp.

◆ PlayLevelSequence()

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

Definition at line 1245 of file NightSkyGameState.cpp.

◆ PlayMusic() [1/2]

void ANightSkyGameState::PlayMusic ( const FGameplayTag Name)

Definition at line 1705 of file NightSkyGameState.cpp.

◆ PlayMusic() [2/2]

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

Definition at line 1722 of file NightSkyGameState.cpp.

◆ PlayVoiceLine()

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

Definition at line 1679 of file NightSkyGameState.cpp.

◆ RollbackStartAudio()

void ANightSkyGameState::RollbackStartAudio ( int32 InFrame)

Definition at line 1798 of file NightSkyGameState.cpp.

◆ RoundInit()

void ANightSkyGameState::RoundInit ( )

Definition at line 173 of file NightSkyGameState.cpp.

◆ SaveForRollback()

TArray< uint8 > ANightSkyGameState::SaveForRollback ( )

Definition at line 1961 of file NightSkyGameState.cpp.

◆ SaveGameState()

void ANightSkyGameState::SaveGameState ( FRollbackData & RollbackData,
int32 * InChecksum )

Definition at line 1858 of file NightSkyGameState.cpp.

◆ ScreenPosToWorldPos()

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

Definition at line 1628 of file NightSkyGameState.cpp.

◆ SetDrawPriorityFront()

void ANightSkyGameState::SetDrawPriorityFront ( ABattleObject * InObject) const

Definition at line 1433 of file NightSkyGameState.cpp.

◆ SetGauge()

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

Definition at line 1600 of file NightSkyGameState.cpp.

◆ SetOtherChecksum()

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

Definition at line 1519 of file NightSkyGameState.cpp.

◆ SetScreenBounds()

void ANightSkyGameState::SetScreenBounds ( ) const

Definition at line 1097 of file NightSkyGameState.cpp.

◆ SetScreenCorners()

void ANightSkyGameState::SetScreenCorners ( )

Definition at line 570 of file NightSkyGameState.cpp.

◆ SortObjects()

void ANightSkyGameState::SortObjects ( )
protected

Definition at line 764 of file NightSkyGameState.cpp.

◆ StartSuperFreeze()

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

Definition at line 1142 of file NightSkyGameState.cpp.

◆ SwitchMainPlayer()

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

Definition at line 1453 of file NightSkyGameState.cpp.

◆ Tick()

void ANightSkyGameState::Tick ( float DeltaTime)
overridevirtual

Reimplemented in ANightSkyWTGameState.

Definition at line 285 of file NightSkyGameState.cpp.

◆ UpdateCamera()

void ANightSkyGameState::UpdateCamera ( )

Definition at line 1179 of file NightSkyGameState.cpp.

◆ UpdateGameState() [1/2]

void ANightSkyGameState::UpdateGameState ( )

Definition at line 756 of file NightSkyGameState.cpp.

◆ UpdateGameState() [2/2]

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

Definition at line 367 of file NightSkyGameState.cpp.

◆ UpdateHUD()

void ANightSkyGameState::UpdateHUD ( )

Definition at line 1336 of file NightSkyGameState.cpp.

◆ UpdateHUD_BP()

void ANightSkyGameState::UpdateHUD_BP ( )

◆ UpdateHUDAnimations_BP()

void ANightSkyGameState::UpdateHUDAnimations_BP ( )

◆ UpdateLocalInput()

void ANightSkyGameState::UpdateLocalInput ( )
protected

Definition at line 278 of file NightSkyGameState.cpp.

◆ UpdateScreen()

void ANightSkyGameState::UpdateScreen ( )

Definition at line 622 of file NightSkyGameState.cpp.

◆ UpdateVisuals()

void ANightSkyGameState::UpdateVisuals ( ) const
protected

Definition at line 823 of file NightSkyGameState.cpp.

◆ UseGauge()

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

Definition at line 1609 of file NightSkyGameState.cpp.

Member Data Documentation

◆ AudioManager

AAudioManager* ANightSkyGameState::AudioManager = nullptr

Definition at line 324 of file NightSkyGameState.h.

◆ BattleExtensionData

UBattleExtensionData* ANightSkyGameState::BattleExtensionData = {}

Definition at line 316 of file NightSkyGameState.h.

◆ BattleExtensionNames

TArray<FGameplayTag> ANightSkyGameState::BattleExtensionNames = {}

Definition at line 313 of file NightSkyGameState.h.

◆ BattleExtensions

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

Definition at line 312 of file NightSkyGameState.h.

◆ BattleHudActor

ANightSkyBattleHudActor* ANightSkyGameState::BattleHudActor = nullptr

Definition at line 347 of file NightSkyGameState.h.

◆ BattleObjectClass

TSubclassOf<ABattleObject> ANightSkyGameState::BattleObjectClass = ABattleObject::StaticClass()

Definition at line 297 of file NightSkyGameState.h.

◆ BattleSceneTransform

FTransform ANightSkyGameState::BattleSceneTransform

Definition at line 309 of file NightSkyGameState.h.

◆ BattleState

FBattleState ANightSkyGameState::BattleState {}

Definition at line 303 of file NightSkyGameState.h.

◆ bIsPlayingSequence

bool ANightSkyGameState::bIsPlayingSequence = false

Definition at line 342 of file NightSkyGameState.h.

◆ bPauseGame

bool ANightSkyGameState::bPauseGame = false

Definition at line 337 of file NightSkyGameState.h.

◆ bViewCollision

bool ANightSkyGameState::bViewCollision = false

Definition at line 339 of file NightSkyGameState.h.

◆ CameraActor

ACameraActor* ANightSkyGameState::CameraActor = nullptr

Definition at line 329 of file NightSkyGameState.h.

◆ FighterRunner

class AFighterLocalRunner* ANightSkyGameState::FighterRunner = nullptr

Definition at line 345 of file NightSkyGameState.h.

◆ GameInstance

class UNightSkyGameInstance* ANightSkyGameState::GameInstance = nullptr

Definition at line 319 of file NightSkyGameState.h.

◆ LocalFrame

int32 ANightSkyGameState::LocalFrame = 0

Definition at line 349 of file NightSkyGameState.h.

◆ MaxBattleObjects

int ANightSkyGameState::MaxBattleObjects = 400

Definition at line 295 of file NightSkyGameState.h.

◆ Objects

TArray<ABattleObject*> ANightSkyGameState::Objects {}

Definition at line 299 of file NightSkyGameState.h.

◆ ParticleManager

class AParticleManager* ANightSkyGameState::ParticleManager = nullptr

Definition at line 322 of file NightSkyGameState.h.

◆ Players

TArray<APlayerObject*> ANightSkyGameState::Players {}

Definition at line 301 of file NightSkyGameState.h.

◆ RemoteFrame

int32 ANightSkyGameState::RemoteFrame = 0

Definition at line 350 of file NightSkyGameState.h.

◆ SequenceActor

class ALevelSequenceActor* ANightSkyGameState::SequenceActor = nullptr

Definition at line 327 of file NightSkyGameState.h.

◆ SequenceCameraActor

ACameraActor* ANightSkyGameState::SequenceCameraActor = nullptr

Definition at line 331 of file NightSkyGameState.h.

◆ SequenceEnemy

APlayerObject* ANightSkyGameState::SequenceEnemy = nullptr

Definition at line 335 of file NightSkyGameState.h.

◆ SequenceTarget

APlayerObject* ANightSkyGameState::SequenceTarget = nullptr

Definition at line 333 of file NightSkyGameState.h.

◆ SortedObjects

TArray<ABattleObject*> ANightSkyGameState::SortedObjects {}

Definition at line 306 of file NightSkyGameState.h.


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