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 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 (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
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_BP ()

Public Attributes

bool bIsMatchEnd
bool bIsBattling
FOnBattleEndDelegate OnBattleEndDelegate
Public Attributes inherited from ANightSkyGameState
int MaxBattleObjects = 400
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
TArray< FRollbackDataRollbackData = {}
int32 LocalFrame = 0
int32 RemoteFrame = 0

Protected Member Functions

virtual void BeginPlay () 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 ()
bool HandleMatchWin ()
void CollisionView () const
int32 CreateChecksum ()
FGGPONetworkStats GetNetworkStats () const

Detailed Description

Definition at line 13 of file NightSkyWTGameState.h.

Constructor & Destructor Documentation

◆ ANightSkyWTGameState()

ANightSkyWTGameState::ANightSkyWTGameState ( )

Definition at line 16 of file NightSkyWTGameState.cpp.

Member Function Documentation

◆ BeginPlay()

void ANightSkyWTGameState::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from ANightSkyGameState.

Definition at line 26 of file NightSkyWTGameState.cpp.

◆ Init()

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

Definition at line 40 of file NightSkyWTGameState.cpp.

◆ Tick()

void ANightSkyWTGameState::Tick ( float DeltaTime)
overridevirtual

Reimplemented from ANightSkyGameState.

Definition at line 91 of file NightSkyWTGameState.cpp.

Member Data Documentation

◆ bIsBattling

bool ANightSkyWTGameState::bIsBattling

Definition at line 25 of file NightSkyWTGameState.h.

◆ bIsMatchEnd

bool ANightSkyWTGameState::bIsMatchEnd

Definition at line 22 of file NightSkyWTGameState.h.

◆ OnBattleEndDelegate

FOnBattleEndDelegate ANightSkyWTGameState::OnBattleEndDelegate

Definition at line 28 of file NightSkyWTGameState.h.


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