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

#include <NightSkyWTGameState.h>

Inheritance diagram for ANightSkyWTGameState:
Collaboration diagram for ANightSkyWTGameState:

Public Member Functions

 ANightSkyWTGameState ()
 
void Init (APlayerObject *P1, APlayerObject *P2)
 
virtual void Tick (float DeltaTime) override
 
- Public Member Functions inherited from ANightSkyGameState
 ANightSkyGameState ()
 
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 FGameplayTag 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 FGameplayTag 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 (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 ()
 

Public Attributes

bool bIsMatchEnd
 
bool bIsBattling
 
FOnBattleEndDelegate OnBattleEndDelegate
 
- Public Attributes inherited from ANightSkyGameState
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< FGameplayTag > BattleExtensionNames = {}
 
UBattleExtensionDataBattleExtensionData = {}
 
int32 LocalFrame = 0
 
int32 RemoteFrame = 0
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual bool HandleMatchWin () override
 
- Protected Member Functions inherited from ANightSkyGameState
void Init ()
 
void PlayIntros ()
 
void UpdateLocalInput ()
 
void SortObjects ()
 
void HandlePushCollision () const
 
void HandleHitCollision () const
 
void UpdateVisuals () const
 
void HandleRoundWin ()
 
void CollisionView () const
 
int32 CreateChecksum ()
 
FGGPONetworkStats GetNetworkStats () const
 

Additional Inherited Members

- Protected Attributes inherited from ANightSkyGameState
ABattleObjectObjects [MaxBattleObjects] {}
 
APlayerObjectPlayers [MaxPlayerObjects] {}
 

Detailed Description

Definition at line 13 of file NightSkyWTGameState.h.

Constructor & Destructor Documentation

◆ ANightSkyWTGameState()

ANightSkyWTGameState::ANightSkyWTGameState ( )

Definition at line 15 of file NightSkyWTGameState.cpp.

Member Function Documentation

◆ BeginPlay()

void ANightSkyWTGameState::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from ANightSkyGameState.

Definition at line 25 of file NightSkyWTGameState.cpp.

◆ HandleMatchWin()

bool ANightSkyWTGameState::HandleMatchWin ( )
overrideprotectedvirtual

Reimplemented from ANightSkyGameState.

Definition at line 49 of file NightSkyWTGameState.cpp.

◆ Init()

void ANightSkyWTGameState::Init ( APlayerObject * P1,
APlayerObject * P2 )

Definition at line 56 of file NightSkyWTGameState.cpp.

◆ Tick()

void ANightSkyWTGameState::Tick ( float DeltaTime)
overridevirtual

Reimplemented from ANightSkyGameState.

Definition at line 125 of file NightSkyWTGameState.cpp.

Member Data Documentation

◆ bIsBattling

bool ANightSkyWTGameState::bIsBattling

Definition at line 24 of file NightSkyWTGameState.h.

◆ bIsMatchEnd

bool ANightSkyWTGameState::bIsMatchEnd

Definition at line 21 of file NightSkyWTGameState.h.

◆ OnBattleEndDelegate

FOnBattleEndDelegate ANightSkyWTGameState::OnBattleEndDelegate

Definition at line 27 of file NightSkyWTGameState.h.


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