Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyWTGameState.h>
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 |
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 () |
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 |
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 () |
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 | |
ABattleObject * | Objects [MaxBattleObjects] {} |
APlayerObject * | Players [MaxPlayerObjects] {} |
Definition at line 13 of file NightSkyWTGameState.h.
ANightSkyWTGameState::ANightSkyWTGameState | ( | ) |
Definition at line 15 of file NightSkyWTGameState.cpp.
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overrideprotectedvirtual |
Reimplemented from ANightSkyGameState.
Definition at line 25 of file NightSkyWTGameState.cpp.
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overrideprotectedvirtual |
Reimplemented from ANightSkyGameState.
Definition at line 49 of file NightSkyWTGameState.cpp.
void ANightSkyWTGameState::Init | ( | APlayerObject * | P1, |
APlayerObject * | P2 ) |
Definition at line 56 of file NightSkyWTGameState.cpp.
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overridevirtual |
Reimplemented from ANightSkyGameState.
Definition at line 125 of file NightSkyWTGameState.cpp.
bool ANightSkyWTGameState::bIsBattling |
Definition at line 24 of file NightSkyWTGameState.h.
bool ANightSkyWTGameState::bIsMatchEnd |
Definition at line 21 of file NightSkyWTGameState.h.
FOnBattleEndDelegate ANightSkyWTGameState::OnBattleEndDelegate |
Definition at line 27 of file NightSkyWTGameState.h.