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

#include <PlayerObject.h>

Inheritance diagram for APlayerObject:
Collaboration diagram for APlayerObject:

Public Member Functions

 APlayerObject ()
void InitPlayer ()
virtual void Update () override
void HandleStateMachine (bool Buffer)
bool HandleAutoCombo (int32 StateIndex)
bool HandleStateInputs (int32 StateIndex, bool Buffer)
bool HandleStateTransition (int32 StateIndex, bool Buffer)
void HandleBufferedState ()
void UpdateNotBattle ()
void EditorUpdate ()
void HandleHitAction (EHitAction HACT)
void ThrowExe ()
void SetHitValuesOverTime ()
bool IsCorrectBlock (EBlockType BlockType)
void HandleBlockAction ()
void HandleProximityBlock ()
void OnStateChange ()
void PostStateChange ()
void RoundInit (bool ResetHealth)
void DisableLastInput ()
void SaveForRollbackPlayer (unsigned char *Buffer) const
TArray< uint8 > SaveForRollbackBP ()
void LoadForRollbackPlayer (const unsigned char *Buffer)
void LoadForRollbackBP (TArray< uint8 > InBytes)
virtual void LogForSyncTestFile (std::ofstream &file) override
void InitBP ()
void EmptyStateMachine ()
void RoundInit_BP ()
void AddState (FGameplayTag Name, UState *State)
void AddObjectState (FGameplayTag Name, UState *State, bool IsCommon)
void AddSubroutine (FGameplayTag Name, USubroutine *Subroutine, bool IsCommon)
void SetHealth (int Value)
void AddHealth (int Value)
void SetRecoverableHealth (int Value)
void AddRecoverableHealth (int Value)
void RecoverHealth (int Value)
bool CanEnterState (UState *State)
void UseMeter (int Use)
void AddMeter (int Meter)
void SetMeterCooldownTimer (int Timer)
int32 GetGauge (int32 Index) const
void SetGauge (int32 Index, int Value)
void UseGauge (int32 Index, int Use)
void SetStance (EActionStance InStance)
bool JumpToState (FGameplayTag NewName, bool IsLabel=false)
bool JumpToStateByClass (TSubclassOf< UState > Class, bool IsLabel=false)
FGameplayTag GetCurrentStateName () const
FGameplayTag GetLastStateName () const
FGameplayTag GetStateEntryName () const
bool CheckStateEnabled (EStateType StateType, FGameplayTag CustomStateType)
void EnableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)
void DisableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)
void EnableCustomState (FGameplayTag CustomStateType)
void DisableCustomState (FGameplayTag CustomStateType)
void EnableAttacks ()
void EnableCancelIntoSelf (bool Enable)
void EnableAll ()
void DisableAll ()
bool CheckInput (const FInputCondition &Input)
bool CheckIsAttacking () const
bool CheckIsStunned () const
void AddAirJump (int32 NewAirJump)
void AddAirDash (int32 NewAirDash)
void SetAirDashTimer (bool IsForward)
void SetAirDashNoAttackTimer (bool IsForward)
void AddChainCancelOption (FGameplayTag Option)
void AddAutoComboCancel (FGameplayTag Option, EInputFlags Button)
void AddWhiffCancelOption (FGameplayTag Option)
void RemoveChainCancelOption (FGameplayTag Option)
void RemoveAutoComboCancel (EInputFlags Button)
void RemoveWhiffCancelOption (FGameplayTag Option)
void EnableChainCancel (bool Enable)
void EnableWhiffCancel (bool Enable)
void EnableJumpCancel (bool Enable)
void EnableSpecialCancel (bool Enable)
void EnableSuperCancel (bool Enable)
void EnableForwardAirdashCancel (bool Enable)
void SetDefaultLandingAction (bool Enable)
bool IsInvulnerable () const
void SetStrikeInvulnerable (bool Invulnerable)
void SetThrowInvulnerable (bool Invulnerable)
void SetHeadInvulnerable (bool Invulnerable)
void SetProjectileInvulnerable (bool Invulnerable)
void SetStrikeInvulnerableForTime (int32 Timer)
void SetThrowInvulnerableForTime (int32 Timer)
void SetThrowResistForTime (int32 Timer)
void SetStunTime (int32 NewTime)
void SetHitValues ()
void ForceEnableFarNormal (bool Enable)
void SetHeadAttribute (bool Attribute)
void SetThrowActive (bool Active)
void ThrowEnd ()
void SetThrowRange (int32 InThrowRange)
void SetThrowExeState (FGameplayTag ExeState)
void SetThrowPosition (int32 ThrowPosX, int32 ThrowPosY)
void SetDamageReactionCel (int32 Index)
void SetHitgrabActive (bool Active)
void PlayVoiceLine (FGameplayTag Name)
void PlayCommonLevelSequence (FGameplayTag Name)
void PlayLevelSequence (FGameplayTag Name)
void BattleHudVisibility (bool Visible)
void EndRound () const
void EndMatch () const
void PauseRoundTimer (bool Pause)
void AddBattleObjectToStorage (ABattleObject *InActor, int Index)
APlayerObjectCallAssist (int AssistIndex, FGameplayTag AssistName)
APlayerObjectSwitchMainPlayer (int NewTeamIndex)
bool IsMainPlayer () const
bool IsOnScreen () const
void SetOnScreen (bool OnScreen)
void ToggleComponentVisibility (FName ComponentName, bool Visible)
void SetDefaultComponentVisibility ()
void SetStateForCPU (FGameplayTag StateName)
bool CheckEnemyInRange (int32 XBegin, int32 XEnd, int32 YBegin, int32 YEnd) const
bool IsEnemyAttackState () const
bool IsEnemyThrow () const
bool IsEnemyBlocking () const
EBlockType GetAttackBlockType () const
Public Member Functions inherited from ABattleObject
 ABattleObject ()
virtual void Tick (float DeltaTime) override
void CalculatePushbox ()
void HandlePushCollision (ABattleObject *OtherObj)
void HandleHitCollision (ABattleObject *AttackedObj)
FHitData InitHitDataByAttackLevel (bool IsCounter)
void HandleClashCollision (ABattleObject *OtherObj)
void HandleFlip ()
void PosTypeToPosition (EPosType Type, int32 *OutPosX, int32 *OutPosY) const
void TriggerEvent (EEventType EventType)
void CollisionView ()
void SaveForRollback (unsigned char *Buffer) const
void LoadForRollback (const unsigned char *Buffer)
void InitObject ()
void GetBoxes ()
void ResetObject ()
UAnimSequenceBase * GetAnimSequenceForPart (const FName Part) const
UPaperFlipbook * GetFlipbookForPart (const FName Part) const
bool IsStopped () const
bool IsTimerPaused () const
void CallSubroutine (FGameplayTag Name)
void CallSubroutineWithArgs (FGameplayTag Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4)
void InitEventHandler (EEventType EventType, FName FuncName, int32 Value, FGameplayTag SubroutineName)
void RemoveEventHandler (EEventType EventType)
FGameplayTag GetCelName () const
FGameplayTag GetLabelName () const
void SetCelName (FGameplayTag InName)
void SetBlendCelName (FGameplayTag InName)
void GotoLabel (FGameplayTag InName, bool ResetState=true)
void SetTimeUntilNextCel (int32 InTime)
void AddPosXWithDir (int InPosX)
void SetSpeedXRaw (int InSpeedX)
void AddSpeedXRaw (int InSpeedX)
int32 GetPosYCenter () const
int32 CalculateDistanceBetweenPoints (EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)
int32 CalculateAngleBetweenPoints (EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)
void SetFacing (EObjDir NewDir)
void FlipObject ()
void FaceOpponent ()
bool CheckIsGrounded () const
void EnableHit (bool Enabled)
void SetAttacking (bool Attacking)
void SetProjectileAttribute (bool Attribute)
void SetProrateOnce (bool Once)
void SetIgnoreOTG (bool Ignore)
void SetIgnorePushbackScaling (bool Ignore)
void SetIgnoreHitstunScaling (bool Ignore)
void EnableFlip (bool Enabled)
void EnableInertia ()
void DisableInertia ()
void HaltMomentum ()
void SetWallCollisionActive (bool Active)
void SetPushCollisionActive (bool Active)
void SetPushWidthExtend (int32 Extend)
void CreateCommonParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)
void CreateCharaParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)
void LinkCommonParticle (FGameplayTag Name)
void LinkCharaParticle (FGameplayTag Name)
AActor * LinkActor (FGameplayTag Name)
void RemoveLinkActor ()
void PlayCommonSound (FGameplayTag Name)
void PlayCharaSound (FGameplayTag Name)
void AttachToSocketOfObject (FName InSocketName, FVector Offset, EObjType ObjType)
void DetachFromSocket ()
void CameraShake (FGameplayTag PatternName, int32 Scale)
int32 GenerateRandomNumber (int32 Min, int32 Max) const
void StartSuperFreeze (int Duration, int SelfDuration=0)
void IgnoreSuperFreeze (bool Ignore)
void SetObjectID (int InObjectID)
ABattleObjectGetBattleObject (EObjType Type)
ABattleObjectAddCommonBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)
ABattleObjectAddBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)
void EnableDeactivateIfBeyondBounds (bool Enable)
void EnableDeactivateOnStateChange (bool Enable)
void EnableDeactivateOnReceiveHit (bool Enable)
void DeactivateObject ()

Static Public Member Functions

static uint32 FlipInput (uint32 Input)

Public Attributes

unsigned char PlayerSync
int32 FWalkSpeed
int32 BWalkSpeed
int32 FDashInitSpeed
int32 FDashAccel
int32 FDashMaxSpeed
int32 FDashFriction
int32 BDashSpeed
int32 BDashHeight
int32 BDashGravity
int32 JumpHeight
int32 FJumpSpeed
int32 BJumpSpeed
int32 JumpGravity
int32 SuperJumpHeight
int32 FSuperJumpSpeed
int32 BSuperJumpSpeed
int32 SuperJumpGravity
int32 AirDashMinimumHeight
int32 FAirDashSpeed
int32 BAirDashSpeed
int32 FAirDashTime
int32 BAirDashTime
int32 FAirDashNoAttackTime
int32 BAirDashNoAttackTime
int32 AirJumpCount
int32 AirDashCount
int32 StandPushWidth
int32 StandPushHeight
int32 CrouchPushWidth
int32 CrouchPushHeight
int32 AirPushWidth
int32 AirPushHeight
int32 AirPushHeightLow
int32 CloseNormalRange
int32 MaxHealth
int32 MaxMeter = 10000
int32 ComboRate = 60
int32 OtgProration = 80
int32 ForwardWalkMeterGain
int32 ForwardJumpMeterGain
int32 ForwardDashMeterGain
int32 ForwardAirDashMeterGain
int32 MeterPercentOnHit = 72
int32 MeterPercentOnHitGuard = 18
int32 MeterPercentOnReceiveHitGuard = 10
int32 MeterPercentOnReceiveHit = 40
bool CanReverseBeat
bool CanProximityThrow
FInputCondition ProximityThrowInput
int32 ThrowTechWindow = 6
int32 ThrowResistAfterWakeUp = 5
int32 PlayerReg1 = 0
int32 PlayerReg2 = 0
int32 PlayerReg3 = 0
int32 PlayerReg4 = 0
int32 PlayerReg5 = 0
int32 PlayerReg6 = 0
int32 PlayerReg7 = 0
int32 PlayerReg8 = 0
int32 CmnPlayerReg1 = 0
int32 CmnPlayerReg2 = 0
int32 CmnPlayerReg3 = 0
int32 CmnPlayerReg4 = 0
int32 CmnPlayerReg5 = 0
int32 CmnPlayerReg6 = 0
int32 CmnPlayerReg7 = 0
int32 CmnPlayerReg8 = 0
bool IntroEndFlag = false
bool RoundEndFlag = false
FStateMachine StoredStateMachine
uint32 Inputs
FInputBuffer StoredInputBuffer
bool FlipInputs
int32 MaxOTGCount
bool bLimitCrumple = true
int32 PlayerIndex
int32 TeamIndex
TEnumAsByte< EActionStanceStance
int32 CurrentHealth
int32 RecoverableHealth
int32 TotalProration = 10000
int32 ComboCounter
int32 ComboTimer
uint32 InvulnFlags = 0
uint32 PlayerFlags = 0
uint32 EnableFlags = 0
uint32 StrikeInvulnerableTimer = 0
uint32 ThrowInvulnerableTimer = 0
uint32 ThrowResistTimer = 0
uint32 AirDashTimer = 0
int32 OTGCount
bool bCrumpled
int32 RoundWinTimer = 60
int32 WallTouchTimer
APlayerObjectEnemy
ABattleObjectStoredBattleObjects [16]
bool ComponentVisible [MaxComponentCount]
FGameplayTag StateEntryName
FGameplayTag IntroName
unsigned char PlayerSyncEnd
bool bIsCpu = false
TArray< FGameplayTag > EnabledCustomStateTypes
TArray< FLinkedActorContainerStoredLinkActors
TArray< FExtraGaugeExtraGauges
TArray< int32 > ChainCancelOptions
TArray< int32 > WhiffCancelOptions
TArray< int32 > MovesUsedInCombo = {}
TArray< int32 > MovesUsedInChain = {}
TArray< FGameplayTag > DamageReactionCels
bool bMirrorWhenFlip
TArray< USubroutine * > CommonSubroutines
TArray< FGameplayTag > CommonSubroutineNames
TArray< USubroutine * > Subroutines
TArray< FGameplayTag > SubroutineNames
TArray< UState * > CommonObjectStates
TArray< FGameplayTag > CommonObjectStateNames
TArray< UState * > ObjectStates
TArray< FGameplayTag > ObjectStateNames
UCollisionDataCommonCollisionData
UCollisionDataCollisionData
USubroutineDataCommonSubroutineData
USubroutineDataCharaSubroutineData
UStateDataCommonObjectStateData
UStateDataObjectStateData
UStateDataCharaStateData
UMaterialDataMaterialData
int32 ColorIndex = 1
int32 MaxColorIndex = 2
ULinkActorDataCommonLinkActorData
ULinkActorDataLinkActorData
UParticleDataCommonParticleData
UParticleDataCharaParticleData
USequenceDataCommonSequenceData
USequenceDataSequenceData
UCameraShakeDataCameraShakeData
USoundDataCommonSoundData
USoundDataSoundData
USoundDataVoiceData
TArray< USkeletalMeshComponent * > SkeletalMeshComponents
Public Attributes inherited from ABattleObject
unsigned char ObjSync = 0
int32 PosX = 0
int32 PosY = 0
int32 PosZ = 0
int32 PrevPosX = 0
int32 PrevPosY = 0
int32 PrevPosZ = 0
bool BlendOffset = false
int32 PrevOffsetX = 0
int32 PrevOffsetY = 0
int32 NextOffsetX = 0
int32 NextOffsetY = 0
int32 SpeedX = 0
int32 SpeedY = 0
int32 SpeedZ = 0
int32 SpeedXRate = 100
int32 SpeedXRatePerFrame = 100
int32 SpeedYRate = 100
int32 SpeedYRatePerFrame = 100
int32 SpeedZRate = 100
int32 SpeedZRatePerFrame = 100
int32 Gravity = 1900
int32 Inertia = 0
int32 GroundHeight = 0
TEnumAsByte< EObjDirDirection = DIR_Right
int32 Pushback = 0
FHitDataCommon HitCommon = {}
FHitData NormalHit = {}
FHitData CounterHit = {}
uint32 AttackFlags = 0
FHitDataCommon ReceivedHitCommon = {}
FHitData ReceivedHit = {}
uint32 StunTime = 0
uint32 StunTimeMax = 0
uint32 Hitstop = 0
bool ReturnReg = false
int32 ActionReg1 = 0
int32 ActionReg2 = 0
int32 ActionReg3 = 0
int32 ActionReg4 = 0
int32 ActionReg5 = 0
int32 ActionReg6 = 0
int32 ActionReg7 = 0
int32 ActionReg8 = 0
int32 ObjectReg1 = 0
int32 ObjectReg2 = 0
int32 ObjectReg3 = 0
int32 ObjectReg4 = 0
int32 ObjectReg5 = 0
int32 ObjectReg6 = 0
int32 ObjectReg7 = 0
int32 ObjectReg8 = 0
int32 SubroutineReg1 = 0
int32 SubroutineReg2 = 0
int32 SubroutineReg3 = 0
int32 SubroutineReg4 = 0
int32 SubroutineReturnVal1 = 0
int32 SubroutineReturnVal2 = 0
int32 SubroutineReturnVal3 = 0
int32 SubroutineReturnVal4 = 0
int32 ActionTime = 0
FGameplayTag CelName = {}
FGameplayTag BlendCelName = {}
FGameplayTag LabelName = {}
TArray< FAnimStructAnimStructs
float AnimBlendIn {}
float AnimBlendOut {}
bool GotoLabelActive = false
int32 AnimFrame = 0
int32 BlendAnimFrame = 0
float FrameBlendPosition = 0
int32 CelIndex = 0
int32 TimeUntilNextCel = 0
int32 MaxCelTime = 0
FEventHandler EventHandlers [EVT_NUM] = {}
FGameplayTag ObjectStateName = {}
uint32 ObjectID = 0
int32 L = 0
int32 R = 0
int32 T = 0
int32 B = 0
FName SocketName = {}
EObjType SocketObj = OBJ_Self
FVector SocketOffset = FVector::ZeroVector
FLinearColor MulColor = FLinearColor(1, 1, 1, 1)
FLinearColor AddColor = FLinearColor(0, 0, 0, 1)
FLinearColor MulFadeColor = {}
FLinearColor AddFadeColor = {}
float MulFadeSpeed = 0
float AddFadeSpeed = 0
int32 HitPosX = 0
int32 HitPosY = 0
int32 MiscFlags = 0
int32 Timer0 = 0
int32 Timer1 = 0
bool IsPlayer = false
bool IsActive = false
int32 DrawPriority = 0
FHomingParams HomingParams = FHomingParams()
FSuperArmorData SuperArmorData = FSuperArmorData()
int32 UpdateTime = 0
FVector ObjectOffset = FVector::ZeroVector
FRotator ObjectRotation = FRotator::ZeroRotator
FVector ObjectScale = FVector::One()
APlayerObjectPlayer = nullptr
ABattleObjectAttackOwner
ABattleObjectAttackTarget = nullptr
ABattleObjectPositionLinkObj = nullptr
ABattleObjectStopLinkObj = nullptr
ABattleObjectMaterialLinkObj = nullptr
int32 ObjectStateIndex = 0
bool bIsCommonState = false
unsigned char ObjSyncEnd = 0
TArray< ABattleObject * > ObjectsToIgnoreHitsFrom
TObjectPtr< AActor > LinkedActor
TObjectPtr< UNiagaraComponent > LinkedParticle = nullptr
uint32 ObjNumber = 0
float ScreenSpaceDepthOffset = 0
float OrthoBlendActive = 0
TObjectPtr< ANightSkyGameStateGameState = nullptr
TObjectPtr< ANightSkyCharaSelectGameStateCharaSelectGameState = nullptr
TObjectPtr< UStateObjectState = nullptr

Protected Attributes

uint32 CurrentAirJumpCount = 0
uint32 CurrentAirDashCount = 0
uint32 AirDashTimerMax = 0
uint32 CancelFlags = 0
uint32 AirDashNoAttackTime = 0
uint32 InstantBlockLockoutTimer = 0
uint32 MeterCooldownTimer = 0
int32 ThrowRange
int32 ThrowTechTimer
int32 AutoComboCancels [8] = {}
bool bIsAutoCombo
FGameplayTag LastStateName
FGameplayTag ExeStateName
FGameplayTag BufferedStateName
Protected Attributes inherited from ABattleObject
int32 PushHeight = 0
int32 PushHeightLow = 0
int32 PushWidth = 0
int32 PushWidthExtend = 0
FCollisionBox Boxes [CollisionArraySize]

Additional Inherited Members

Protected Member Functions inherited from ABattleObject
void Move ()
void CalculateHoming ()
bool SuperArmorSuccess (const ABattleObject *Attacker) const
void FuncCall (const FName &FuncName) const

Detailed Description

Definition at line 63 of file PlayerObject.h.

Constructor & Destructor Documentation

◆ APlayerObject()

APlayerObject::APlayerObject ( )

Definition at line 28 of file PlayerObject.cpp.

Member Function Documentation

◆ AddAirDash()

void APlayerObject::AddAirDash ( int32 NewAirDash)

Definition at line 2921 of file PlayerObject.cpp.

◆ AddAirJump()

void APlayerObject::AddAirJump ( int32 NewAirJump)

Definition at line 2916 of file PlayerObject.cpp.

◆ AddAutoComboCancel()

void APlayerObject::AddAutoComboCancel ( FGameplayTag Option,
EInputFlags Button )

Definition at line 2947 of file PlayerObject.cpp.

◆ AddBattleObjectToStorage()

void APlayerObject::AddBattleObjectToStorage ( ABattleObject * InActor,
int Index )

Definition at line 1358 of file PlayerObject.cpp.

◆ AddChainCancelOption()

void APlayerObject::AddChainCancelOption ( FGameplayTag Option)

Definition at line 2942 of file PlayerObject.cpp.

◆ AddHealth()

void APlayerObject::AddHealth ( int Value)

Definition at line 2237 of file PlayerObject.cpp.

◆ AddMeter()

void APlayerObject::AddMeter ( int Meter)

Definition at line 2272 of file PlayerObject.cpp.

◆ AddObjectState()

void APlayerObject::AddObjectState ( FGameplayTag Name,
UState * State,
bool IsCommon )

Definition at line 2202 of file PlayerObject.cpp.

◆ AddRecoverableHealth()

void APlayerObject::AddRecoverableHealth ( int Value)

Definition at line 2247 of file PlayerObject.cpp.

◆ AddState()

void APlayerObject::AddState ( FGameplayTag Name,
UState * State )

Definition at line 2196 of file PlayerObject.cpp.

◆ AddSubroutine()

void APlayerObject::AddSubroutine ( FGameplayTag Name,
USubroutine * Subroutine,
bool IsCommon )

Definition at line 2217 of file PlayerObject.cpp.

◆ AddWhiffCancelOption()

void APlayerObject::AddWhiffCancelOption ( FGameplayTag Option)

Definition at line 2982 of file PlayerObject.cpp.

◆ BattleHudVisibility()

void APlayerObject::BattleHudVisibility ( bool Visible)

Definition at line 1334 of file PlayerObject.cpp.

◆ CallAssist()

APlayerObject * APlayerObject::CallAssist ( int AssistIndex,
FGameplayTag AssistName )

Definition at line 1366 of file PlayerObject.cpp.

◆ CanEnterState()

bool APlayerObject::CanEnterState ( UState * State)

Definition at line 1410 of file PlayerObject.cpp.

◆ CheckEnemyInRange()

bool APlayerObject::CheckEnemyInRange ( int32 XBegin,
int32 XEnd,
int32 YBegin,
int32 YEnd ) const

Definition at line 1460 of file PlayerObject.cpp.

◆ CheckInput()

bool APlayerObject::CheckInput ( const FInputCondition & Input)

Definition at line 2900 of file PlayerObject.cpp.

◆ CheckIsAttacking()

bool APlayerObject::CheckIsAttacking ( ) const

Definition at line 2906 of file PlayerObject.cpp.

◆ CheckIsStunned()

bool APlayerObject::CheckIsStunned ( ) const

Definition at line 2911 of file PlayerObject.cpp.

◆ CheckStateEnabled()

bool APlayerObject::CheckStateEnabled ( EStateType StateType,
FGameplayTag CustomStateType )

Definition at line 2373 of file PlayerObject.cpp.

◆ DisableAll()

void APlayerObject::DisableAll ( )

Definition at line 2878 of file PlayerObject.cpp.

◆ DisableCustomState()

void APlayerObject::DisableCustomState ( FGameplayTag CustomStateType)

Definition at line 2832 of file PlayerObject.cpp.

◆ DisableLastInput()

void APlayerObject::DisableLastInput ( )

Definition at line 2767 of file PlayerObject.cpp.

◆ DisableState()

void APlayerObject::DisableState ( UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)

Definition at line 2822 of file PlayerObject.cpp.

◆ EditorUpdate()

void APlayerObject::EditorUpdate ( )

◆ EmptyStateMachine()

void APlayerObject::EmptyStateMachine ( )

Definition at line 1678 of file PlayerObject.cpp.

◆ EnableAll()

void APlayerObject::EnableAll ( )

Definition at line 2856 of file PlayerObject.cpp.

◆ EnableAttacks()

void APlayerObject::EnableAttacks ( )

Definition at line 2837 of file PlayerObject.cpp.

◆ EnableCancelIntoSelf()

void APlayerObject::EnableCancelIntoSelf ( bool Enable)

Definition at line 2844 of file PlayerObject.cpp.

◆ EnableChainCancel()

void APlayerObject::EnableChainCancel ( bool Enable)

Definition at line 3032 of file PlayerObject.cpp.

◆ EnableCustomState()

void APlayerObject::EnableCustomState ( FGameplayTag CustomStateType)

Definition at line 2827 of file PlayerObject.cpp.

◆ EnableForwardAirdashCancel()

void APlayerObject::EnableForwardAirdashCancel ( bool Enable)

Definition at line 3094 of file PlayerObject.cpp.

◆ EnableJumpCancel()

void APlayerObject::EnableJumpCancel ( bool Enable)

Definition at line 3056 of file PlayerObject.cpp.

◆ EnableSpecialCancel()

void APlayerObject::EnableSpecialCancel ( bool Enable)

Definition at line 3068 of file PlayerObject.cpp.

◆ EnableState()

void APlayerObject::EnableState ( UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)

Definition at line 2817 of file PlayerObject.cpp.

◆ EnableSuperCancel()

void APlayerObject::EnableSuperCancel ( bool Enable)

Definition at line 3082 of file PlayerObject.cpp.

◆ EnableWhiffCancel()

void APlayerObject::EnableWhiffCancel ( bool Enable)

Definition at line 3044 of file PlayerObject.cpp.

◆ EndMatch()

void APlayerObject::EndMatch ( ) const

Definition at line 1346 of file PlayerObject.cpp.

◆ EndRound()

void APlayerObject::EndRound ( ) const

Definition at line 1340 of file PlayerObject.cpp.

◆ FlipInput()

uint32 APlayerObject::FlipInput ( uint32 Input)
static

Definition at line 115 of file PlayerObject.cpp.

◆ ForceEnableFarNormal()

void APlayerObject::ForceEnableFarNormal ( bool Enable)

Definition at line 1209 of file PlayerObject.cpp.

◆ GetAttackBlockType()

EBlockType APlayerObject::GetAttackBlockType ( ) const

Definition at line 1497 of file PlayerObject.cpp.

◆ GetCurrentStateName()

FGameplayTag APlayerObject::GetCurrentStateName ( ) const

Definition at line 2358 of file PlayerObject.cpp.

◆ GetGauge()

int32 APlayerObject::GetGauge ( int32 Index) const

Definition at line 2285 of file PlayerObject.cpp.

◆ GetLastStateName()

FGameplayTag APlayerObject::GetLastStateName ( ) const

Definition at line 2363 of file PlayerObject.cpp.

◆ GetStateEntryName()

FGameplayTag APlayerObject::GetStateEntryName ( ) const

Definition at line 2368 of file PlayerObject.cpp.

◆ HandleAutoCombo()

bool APlayerObject::HandleAutoCombo ( int32 StateIndex)

Definition at line 150 of file PlayerObject.cpp.

◆ HandleBlockAction()

void APlayerObject::HandleBlockAction ( )

Definition at line 1564 of file PlayerObject.cpp.

◆ HandleBufferedState()

void APlayerObject::HandleBufferedState ( )

Definition at line 1685 of file PlayerObject.cpp.

◆ HandleHitAction()

void APlayerObject::HandleHitAction ( EHitAction HACT)

Definition at line 716 of file PlayerObject.cpp.

◆ HandleProximityBlock()

void APlayerObject::HandleProximityBlock ( )

Definition at line 1626 of file PlayerObject.cpp.

◆ HandleStateInputs()

bool APlayerObject::HandleStateInputs ( int32 StateIndex,
bool Buffer )

Definition at line 210 of file PlayerObject.cpp.

◆ HandleStateMachine()

void APlayerObject::HandleStateMachine ( bool Buffer)

Definition at line 134 of file PlayerObject.cpp.

◆ HandleStateTransition()

bool APlayerObject::HandleStateTransition ( int32 StateIndex,
bool Buffer )

Definition at line 235 of file PlayerObject.cpp.

◆ InitBP()

void APlayerObject::InitBP ( )

◆ InitPlayer()

void APlayerObject::InitPlayer ( )

Definition at line 126 of file PlayerObject.cpp.

◆ IsCorrectBlock()

bool APlayerObject::IsCorrectBlock ( EBlockType BlockType)

Definition at line 1502 of file PlayerObject.cpp.

◆ IsEnemyAttackState()

bool APlayerObject::IsEnemyAttackState ( ) const

Definition at line 1480 of file PlayerObject.cpp.

◆ IsEnemyBlocking()

bool APlayerObject::IsEnemyBlocking ( ) const

Definition at line 1491 of file PlayerObject.cpp.

◆ IsEnemyThrow()

bool APlayerObject::IsEnemyThrow ( ) const

Definition at line 1486 of file PlayerObject.cpp.

◆ IsInvulnerable()

bool APlayerObject::IsInvulnerable ( ) const

Definition at line 3118 of file PlayerObject.cpp.

◆ IsMainPlayer()

bool APlayerObject::IsMainPlayer ( ) const

Definition at line 1378 of file PlayerObject.cpp.

◆ IsOnScreen()

bool APlayerObject::IsOnScreen ( ) const

Definition at line 1384 of file PlayerObject.cpp.

◆ JumpToState()

bool APlayerObject::JumpToState ( FGameplayTag NewName,
bool IsLabel = false )

Definition at line 2308 of file PlayerObject.cpp.

◆ JumpToStateByClass()

bool APlayerObject::JumpToStateByClass ( TSubclassOf< UState > Class,
bool IsLabel = false )

Definition at line 2333 of file PlayerObject.cpp.

◆ LoadForRollbackBP()

void APlayerObject::LoadForRollbackBP ( TArray< uint8 > InBytes)

Definition at line 2791 of file PlayerObject.cpp.

◆ LoadForRollbackPlayer()

void APlayerObject::LoadForRollbackPlayer ( const unsigned char * Buffer)

Definition at line 2786 of file PlayerObject.cpp.

◆ LogForSyncTestFile()

void APlayerObject::LogForSyncTestFile ( std::ofstream & file)
overridevirtual

Reimplemented from ABattleObject.

Definition at line 2798 of file PlayerObject.cpp.

◆ OnStateChange()

void APlayerObject::OnStateChange ( )

Definition at line 2460 of file PlayerObject.cpp.

◆ PauseRoundTimer()

void APlayerObject::PauseRoundTimer ( bool Pause)

Definition at line 1352 of file PlayerObject.cpp.

◆ PlayCommonLevelSequence()

void APlayerObject::PlayCommonLevelSequence ( FGameplayTag Name)

Definition at line 1304 of file PlayerObject.cpp.

◆ PlayLevelSequence()

void APlayerObject::PlayLevelSequence ( FGameplayTag Name)

Definition at line 1319 of file PlayerObject.cpp.

◆ PlayVoiceLine()

void APlayerObject::PlayVoiceLine ( FGameplayTag Name)

Definition at line 1287 of file PlayerObject.cpp.

◆ PostStateChange()

void APlayerObject::PostStateChange ( )

Definition at line 2544 of file PlayerObject.cpp.

◆ RecoverHealth()

void APlayerObject::RecoverHealth ( int Value)

Definition at line 2252 of file PlayerObject.cpp.

◆ RemoveAutoComboCancel()

void APlayerObject::RemoveAutoComboCancel ( EInputFlags Button)

Definition at line 2992 of file PlayerObject.cpp.

◆ RemoveChainCancelOption()

void APlayerObject::RemoveChainCancelOption ( FGameplayTag Option)

Definition at line 2987 of file PlayerObject.cpp.

◆ RemoveWhiffCancelOption()

void APlayerObject::RemoveWhiffCancelOption ( FGameplayTag Option)

Definition at line 3027 of file PlayerObject.cpp.

◆ RoundInit()

void APlayerObject::RoundInit ( bool ResetHealth)

Definition at line 2562 of file PlayerObject.cpp.

◆ RoundInit_BP()

void APlayerObject::RoundInit_BP ( )

◆ SaveForRollbackBP()

TArray< uint8 > APlayerObject::SaveForRollbackBP ( )

Definition at line 2777 of file PlayerObject.cpp.

◆ SaveForRollbackPlayer()

void APlayerObject::SaveForRollbackPlayer ( unsigned char * Buffer) const

Definition at line 2772 of file PlayerObject.cpp.

◆ SetAirDashNoAttackTimer()

void APlayerObject::SetAirDashNoAttackTimer ( bool IsForward)

Definition at line 2934 of file PlayerObject.cpp.

◆ SetAirDashTimer()

void APlayerObject::SetAirDashTimer ( bool IsForward)

Definition at line 2926 of file PlayerObject.cpp.

◆ SetDamageReactionCel()

void APlayerObject::SetDamageReactionCel ( int32 Index)

Definition at line 1267 of file PlayerObject.cpp.

◆ SetDefaultComponentVisibility()

void APlayerObject::SetDefaultComponentVisibility ( )

◆ SetDefaultLandingAction()

void APlayerObject::SetDefaultLandingAction ( bool Enable)

Definition at line 3106 of file PlayerObject.cpp.

◆ SetGauge()

void APlayerObject::SetGauge ( int32 Index,
int Value )

Definition at line 2291 of file PlayerObject.cpp.

◆ SetHeadAttribute()

void APlayerObject::SetHeadAttribute ( bool Attribute)

Definition at line 1221 of file PlayerObject.cpp.

◆ SetHeadInvulnerable()

void APlayerObject::SetHeadInvulnerable ( bool Invulnerable)

Definition at line 3149 of file PlayerObject.cpp.

◆ SetHealth()

void APlayerObject::SetHealth ( int Value)

Definition at line 2232 of file PlayerObject.cpp.

◆ SetHitgrabActive()

void APlayerObject::SetHitgrabActive ( bool Active)

Definition at line 1275 of file PlayerObject.cpp.

◆ SetHitValues()

void APlayerObject::SetHitValues ( )

Definition at line 994 of file PlayerObject.cpp.

◆ SetHitValuesOverTime()

void APlayerObject::SetHitValuesOverTime ( )

Definition at line 968 of file PlayerObject.cpp.

◆ SetMeterCooldownTimer()

void APlayerObject::SetMeterCooldownTimer ( int Timer)

Definition at line 2280 of file PlayerObject.cpp.

◆ SetOnScreen()

void APlayerObject::SetOnScreen ( bool OnScreen)

Definition at line 1389 of file PlayerObject.cpp.

◆ SetProjectileInvulnerable()

void APlayerObject::SetProjectileInvulnerable ( bool Invulnerable)

Definition at line 3161 of file PlayerObject.cpp.

◆ SetRecoverableHealth()

void APlayerObject::SetRecoverableHealth ( int Value)

Definition at line 2242 of file PlayerObject.cpp.

◆ SetStance()

void APlayerObject::SetStance ( EActionStance InStance)

Definition at line 2303 of file PlayerObject.cpp.

◆ SetStateForCPU()

void APlayerObject::SetStateForCPU ( FGameplayTag StateName)

Definition at line 1455 of file PlayerObject.cpp.

◆ SetStrikeInvulnerable()

void APlayerObject::SetStrikeInvulnerable ( bool Invulnerable)

Definition at line 3125 of file PlayerObject.cpp.

◆ SetStrikeInvulnerableForTime()

void APlayerObject::SetStrikeInvulnerableForTime ( int32 Timer)

Definition at line 3173 of file PlayerObject.cpp.

◆ SetStunTime()

void APlayerObject::SetStunTime ( int32 NewTime)

Definition at line 3188 of file PlayerObject.cpp.

◆ SetThrowActive()

void APlayerObject::SetThrowActive ( bool Active)

Definition at line 1229 of file PlayerObject.cpp.

◆ SetThrowExeState()

void APlayerObject::SetThrowExeState ( FGameplayTag ExeState)

Definition at line 1252 of file PlayerObject.cpp.

◆ SetThrowInvulnerable()

void APlayerObject::SetThrowInvulnerable ( bool Invulnerable)

Definition at line 3137 of file PlayerObject.cpp.

◆ SetThrowInvulnerableForTime()

void APlayerObject::SetThrowInvulnerableForTime ( int32 Timer)

Definition at line 3178 of file PlayerObject.cpp.

◆ SetThrowPosition()

void APlayerObject::SetThrowPosition ( int32 ThrowPosX,
int32 ThrowPosY )

Definition at line 1257 of file PlayerObject.cpp.

◆ SetThrowRange()

void APlayerObject::SetThrowRange ( int32 InThrowRange)

Definition at line 1247 of file PlayerObject.cpp.

◆ SetThrowResistForTime()

void APlayerObject::SetThrowResistForTime ( int32 Timer)

Definition at line 3183 of file PlayerObject.cpp.

◆ SwitchMainPlayer()

APlayerObject * APlayerObject::SwitchMainPlayer ( int NewTeamIndex)

Definition at line 1372 of file PlayerObject.cpp.

◆ ThrowEnd()

void APlayerObject::ThrowEnd ( )

Definition at line 1241 of file PlayerObject.cpp.

◆ ThrowExe()

void APlayerObject::ThrowExe ( )

Definition at line 1965 of file PlayerObject.cpp.

◆ ToggleComponentVisibility()

void APlayerObject::ToggleComponentVisibility ( FName ComponentName,
bool Visible )

Definition at line 1397 of file PlayerObject.cpp.

◆ Update()

void APlayerObject::Update ( )
overridevirtual

Reimplemented from ABattleObject.

Definition at line 297 of file PlayerObject.cpp.

◆ UpdateNotBattle()

void APlayerObject::UpdateNotBattle ( )

Definition at line 695 of file PlayerObject.cpp.

◆ UseGauge()

void APlayerObject::UseGauge ( int32 Index,
int Use )

Definition at line 2297 of file PlayerObject.cpp.

◆ UseMeter()

void APlayerObject::UseMeter ( int Use)

Definition at line 2266 of file PlayerObject.cpp.

Member Data Documentation

◆ AirDashCount

int32 APlayerObject::AirDashCount

Definition at line 132 of file PlayerObject.h.

◆ AirDashMinimumHeight

int32 APlayerObject::AirDashMinimumHeight

Definition at line 112 of file PlayerObject.h.

◆ AirDashNoAttackTime

uint32 APlayerObject::AirDashNoAttackTime = 0
protected

Definition at line 306 of file PlayerObject.h.

◆ AirDashTimer

uint32 APlayerObject::AirDashTimer = 0

Definition at line 277 of file PlayerObject.h.

◆ AirDashTimerMax

uint32 APlayerObject::AirDashTimerMax = 0
protected

Definition at line 304 of file PlayerObject.h.

◆ AirJumpCount

int32 APlayerObject::AirJumpCount

Definition at line 130 of file PlayerObject.h.

◆ AirPushHeight

int32 APlayerObject::AirPushHeight

Definition at line 144 of file PlayerObject.h.

◆ AirPushHeightLow

int32 APlayerObject::AirPushHeightLow

Definition at line 146 of file PlayerObject.h.

◆ AirPushWidth

int32 APlayerObject::AirPushWidth

Definition at line 142 of file PlayerObject.h.

◆ AutoComboCancels

int32 APlayerObject::AutoComboCancels[8] = {}
protected

Definition at line 313 of file PlayerObject.h.

◆ BAirDashNoAttackTime

int32 APlayerObject::BAirDashNoAttackTime

Definition at line 128 of file PlayerObject.h.

◆ BAirDashSpeed

int32 APlayerObject::BAirDashSpeed

Definition at line 116 of file PlayerObject.h.

◆ BAirDashTime

int32 APlayerObject::BAirDashTime

Definition at line 122 of file PlayerObject.h.

◆ bCrumpled

bool APlayerObject::bCrumpled

Definition at line 279 of file PlayerObject.h.

◆ BDashGravity

int32 APlayerObject::BDashGravity

Definition at line 94 of file PlayerObject.h.

◆ BDashHeight

int32 APlayerObject::BDashHeight

Definition at line 92 of file PlayerObject.h.

◆ BDashSpeed

int32 APlayerObject::BDashSpeed

Definition at line 90 of file PlayerObject.h.

◆ bIsAutoCombo

bool APlayerObject::bIsAutoCombo
protected

Definition at line 316 of file PlayerObject.h.

◆ bIsCpu

bool APlayerObject::bIsCpu = false

Definition at line 326 of file PlayerObject.h.

◆ BJumpSpeed

int32 APlayerObject::BJumpSpeed

Definition at line 100 of file PlayerObject.h.

◆ bLimitCrumple

bool APlayerObject::bLimitCrumple = true

Definition at line 256 of file PlayerObject.h.

◆ bMirrorWhenFlip

bool APlayerObject::bMirrorWhenFlip

Definition at line 363 of file PlayerObject.h.

◆ BSuperJumpSpeed

int32 APlayerObject::BSuperJumpSpeed

Definition at line 108 of file PlayerObject.h.

◆ BufferedStateName

FGameplayTag APlayerObject::BufferedStateName
protected

Definition at line 319 of file PlayerObject.h.

◆ BWalkSpeed

int32 APlayerObject::BWalkSpeed

Definition at line 80 of file PlayerObject.h.

◆ CameraShakeData

UCameraShakeData* APlayerObject::CameraShakeData

Definition at line 427 of file PlayerObject.h.

◆ CancelFlags

uint32 APlayerObject::CancelFlags = 0
protected

Definition at line 305 of file PlayerObject.h.

◆ CanProximityThrow

bool APlayerObject::CanProximityThrow

Definition at line 176 of file PlayerObject.h.

◆ CanReverseBeat

bool APlayerObject::CanReverseBeat

Definition at line 174 of file PlayerObject.h.

◆ ChainCancelOptions

TArray<int32> APlayerObject::ChainCancelOptions

Definition at line 345 of file PlayerObject.h.

◆ CharaParticleData

UParticleData* APlayerObject::CharaParticleData

Definition at line 420 of file PlayerObject.h.

◆ CharaStateData

UStateData* APlayerObject::CharaStateData

Definition at line 402 of file PlayerObject.h.

◆ CharaSubroutineData

USubroutineData* APlayerObject::CharaSubroutineData

Definition at line 395 of file PlayerObject.h.

◆ CloseNormalRange

int32 APlayerObject::CloseNormalRange

Definition at line 148 of file PlayerObject.h.

◆ CmnPlayerReg1

int32 APlayerObject::CmnPlayerReg1 = 0

Definition at line 210 of file PlayerObject.h.

◆ CmnPlayerReg2

int32 APlayerObject::CmnPlayerReg2 = 0

Definition at line 212 of file PlayerObject.h.

◆ CmnPlayerReg3

int32 APlayerObject::CmnPlayerReg3 = 0

Definition at line 214 of file PlayerObject.h.

◆ CmnPlayerReg4

int32 APlayerObject::CmnPlayerReg4 = 0

Definition at line 216 of file PlayerObject.h.

◆ CmnPlayerReg5

int32 APlayerObject::CmnPlayerReg5 = 0

Definition at line 218 of file PlayerObject.h.

◆ CmnPlayerReg6

int32 APlayerObject::CmnPlayerReg6 = 0

Definition at line 220 of file PlayerObject.h.

◆ CmnPlayerReg7

int32 APlayerObject::CmnPlayerReg7 = 0

Definition at line 222 of file PlayerObject.h.

◆ CmnPlayerReg8

int32 APlayerObject::CmnPlayerReg8 = 0

Definition at line 224 of file PlayerObject.h.

◆ CollisionData

UCollisionData* APlayerObject::CollisionData

Definition at line 390 of file PlayerObject.h.

◆ ColorIndex

int32 APlayerObject::ColorIndex = 1

Definition at line 407 of file PlayerObject.h.

◆ ComboCounter

int32 APlayerObject::ComboCounter

Definition at line 269 of file PlayerObject.h.

◆ ComboRate

int32 APlayerObject::ComboRate = 60

Definition at line 154 of file PlayerObject.h.

◆ ComboTimer

int32 APlayerObject::ComboTimer

Definition at line 270 of file PlayerObject.h.

◆ CommonCollisionData

UCollisionData* APlayerObject::CommonCollisionData

Definition at line 388 of file PlayerObject.h.

◆ CommonLinkActorData

ULinkActorData* APlayerObject::CommonLinkActorData

Definition at line 413 of file PlayerObject.h.

◆ CommonObjectStateData

UStateData* APlayerObject::CommonObjectStateData

Definition at line 398 of file PlayerObject.h.

◆ CommonObjectStateNames

TArray<FGameplayTag> APlayerObject::CommonObjectStateNames

Definition at line 378 of file PlayerObject.h.

◆ CommonObjectStates

TArray<UState*> APlayerObject::CommonObjectStates

Definition at line 377 of file PlayerObject.h.

◆ CommonParticleData

UParticleData* APlayerObject::CommonParticleData

Definition at line 418 of file PlayerObject.h.

◆ CommonSequenceData

USequenceData* APlayerObject::CommonSequenceData

Definition at line 423 of file PlayerObject.h.

◆ CommonSoundData

USoundData* APlayerObject::CommonSoundData

Definition at line 430 of file PlayerObject.h.

◆ CommonSubroutineData

USubroutineData* APlayerObject::CommonSubroutineData

Definition at line 393 of file PlayerObject.h.

◆ CommonSubroutineNames

TArray<FGameplayTag> APlayerObject::CommonSubroutineNames

Definition at line 371 of file PlayerObject.h.

◆ CommonSubroutines

TArray<USubroutine*> APlayerObject::CommonSubroutines

Definition at line 370 of file PlayerObject.h.

◆ ComponentVisible

bool APlayerObject::ComponentVisible[MaxComponentCount]

Definition at line 292 of file PlayerObject.h.

◆ CrouchPushHeight

int32 APlayerObject::CrouchPushHeight

Definition at line 140 of file PlayerObject.h.

◆ CrouchPushWidth

int32 APlayerObject::CrouchPushWidth

Definition at line 138 of file PlayerObject.h.

◆ CurrentAirDashCount

uint32 APlayerObject::CurrentAirDashCount = 0
protected

Definition at line 303 of file PlayerObject.h.

◆ CurrentAirJumpCount

uint32 APlayerObject::CurrentAirJumpCount = 0
protected

Definition at line 302 of file PlayerObject.h.

◆ CurrentHealth

int32 APlayerObject::CurrentHealth

Definition at line 266 of file PlayerObject.h.

◆ DamageReactionCels

TArray<FGameplayTag> APlayerObject::DamageReactionCels

Definition at line 361 of file PlayerObject.h.

◆ EnabledCustomStateTypes

TArray<FGameplayTag> APlayerObject::EnabledCustomStateTypes

Definition at line 333 of file PlayerObject.h.

◆ EnableFlags

uint32 APlayerObject::EnableFlags = 0

Definition at line 273 of file PlayerObject.h.

◆ Enemy

APlayerObject* APlayerObject::Enemy

Definition at line 288 of file PlayerObject.h.

◆ ExeStateName

FGameplayTag APlayerObject::ExeStateName
protected

Definition at line 318 of file PlayerObject.h.

◆ ExtraGauges

TArray<FExtraGauge> APlayerObject::ExtraGauges

Definition at line 341 of file PlayerObject.h.

◆ FAirDashNoAttackTime

int32 APlayerObject::FAirDashNoAttackTime

Definition at line 125 of file PlayerObject.h.

◆ FAirDashSpeed

int32 APlayerObject::FAirDashSpeed

Definition at line 114 of file PlayerObject.h.

◆ FAirDashTime

int32 APlayerObject::FAirDashTime

Definition at line 119 of file PlayerObject.h.

◆ FDashAccel

int32 APlayerObject::FDashAccel

Definition at line 84 of file PlayerObject.h.

◆ FDashFriction

int32 APlayerObject::FDashFriction

Definition at line 88 of file PlayerObject.h.

◆ FDashInitSpeed

int32 APlayerObject::FDashInitSpeed

Definition at line 82 of file PlayerObject.h.

◆ FDashMaxSpeed

int32 APlayerObject::FDashMaxSpeed

Definition at line 86 of file PlayerObject.h.

◆ FJumpSpeed

int32 APlayerObject::FJumpSpeed

Definition at line 98 of file PlayerObject.h.

◆ FlipInputs

bool APlayerObject::FlipInputs

Definition at line 252 of file PlayerObject.h.

◆ ForwardAirDashMeterGain

int32 APlayerObject::ForwardAirDashMeterGain

Definition at line 164 of file PlayerObject.h.

◆ ForwardDashMeterGain

int32 APlayerObject::ForwardDashMeterGain

Definition at line 162 of file PlayerObject.h.

◆ ForwardJumpMeterGain

int32 APlayerObject::ForwardJumpMeterGain

Definition at line 160 of file PlayerObject.h.

◆ ForwardWalkMeterGain

int32 APlayerObject::ForwardWalkMeterGain

Definition at line 158 of file PlayerObject.h.

◆ FSuperJumpSpeed

int32 APlayerObject::FSuperJumpSpeed

Definition at line 106 of file PlayerObject.h.

◆ FWalkSpeed

int32 APlayerObject::FWalkSpeed

Definition at line 78 of file PlayerObject.h.

◆ Inputs

uint32 APlayerObject::Inputs

Definition at line 241 of file PlayerObject.h.

◆ InstantBlockLockoutTimer

uint32 APlayerObject::InstantBlockLockoutTimer = 0
protected

Definition at line 307 of file PlayerObject.h.

◆ IntroEndFlag

bool APlayerObject::IntroEndFlag = false

Definition at line 227 of file PlayerObject.h.

◆ IntroName

FGameplayTag APlayerObject::IntroName

Definition at line 296 of file PlayerObject.h.

◆ InvulnFlags

uint32 APlayerObject::InvulnFlags = 0

Definition at line 271 of file PlayerObject.h.

◆ JumpGravity

int32 APlayerObject::JumpGravity

Definition at line 102 of file PlayerObject.h.

◆ JumpHeight

int32 APlayerObject::JumpHeight

Definition at line 96 of file PlayerObject.h.

◆ LastStateName

FGameplayTag APlayerObject::LastStateName
protected

Definition at line 317 of file PlayerObject.h.

◆ LinkActorData

ULinkActorData* APlayerObject::LinkActorData

Definition at line 415 of file PlayerObject.h.

◆ MaterialData

UMaterialData* APlayerObject::MaterialData

Definition at line 405 of file PlayerObject.h.

◆ MaxColorIndex

int32 APlayerObject::MaxColorIndex = 2

Definition at line 409 of file PlayerObject.h.

◆ MaxHealth

int32 APlayerObject::MaxHealth

Definition at line 150 of file PlayerObject.h.

◆ MaxMeter

int32 APlayerObject::MaxMeter = 10000

Definition at line 152 of file PlayerObject.h.

◆ MaxOTGCount

int32 APlayerObject::MaxOTGCount

Definition at line 254 of file PlayerObject.h.

◆ MeterCooldownTimer

uint32 APlayerObject::MeterCooldownTimer = 0
protected

Definition at line 308 of file PlayerObject.h.

◆ MeterPercentOnHit

int32 APlayerObject::MeterPercentOnHit = 72

Definition at line 166 of file PlayerObject.h.

◆ MeterPercentOnHitGuard

int32 APlayerObject::MeterPercentOnHitGuard = 18

Definition at line 168 of file PlayerObject.h.

◆ MeterPercentOnReceiveHit

int32 APlayerObject::MeterPercentOnReceiveHit = 40

Definition at line 172 of file PlayerObject.h.

◆ MeterPercentOnReceiveHitGuard

int32 APlayerObject::MeterPercentOnReceiveHitGuard = 10

Definition at line 170 of file PlayerObject.h.

◆ MovesUsedInChain

TArray<int32> APlayerObject::MovesUsedInChain = {}

Definition at line 354 of file PlayerObject.h.

◆ MovesUsedInCombo

TArray<int32> APlayerObject::MovesUsedInCombo = {}

Definition at line 351 of file PlayerObject.h.

◆ ObjectStateData

UStateData* APlayerObject::ObjectStateData

Definition at line 400 of file PlayerObject.h.

◆ ObjectStateNames

TArray<FGameplayTag> APlayerObject::ObjectStateNames

Definition at line 381 of file PlayerObject.h.

◆ ObjectStates

TArray<UState*> APlayerObject::ObjectStates

Definition at line 380 of file PlayerObject.h.

◆ OTGCount

int32 APlayerObject::OTGCount

Definition at line 278 of file PlayerObject.h.

◆ OtgProration

int32 APlayerObject::OtgProration = 80

Definition at line 156 of file PlayerObject.h.

◆ PlayerFlags

uint32 APlayerObject::PlayerFlags = 0

Definition at line 272 of file PlayerObject.h.

◆ PlayerIndex

int32 APlayerObject::PlayerIndex

Definition at line 259 of file PlayerObject.h.

◆ PlayerReg1

int32 APlayerObject::PlayerReg1 = 0

Definition at line 189 of file PlayerObject.h.

◆ PlayerReg2

int32 APlayerObject::PlayerReg2 = 0

Definition at line 191 of file PlayerObject.h.

◆ PlayerReg3

int32 APlayerObject::PlayerReg3 = 0

Definition at line 193 of file PlayerObject.h.

◆ PlayerReg4

int32 APlayerObject::PlayerReg4 = 0

Definition at line 195 of file PlayerObject.h.

◆ PlayerReg5

int32 APlayerObject::PlayerReg5 = 0

Definition at line 197 of file PlayerObject.h.

◆ PlayerReg6

int32 APlayerObject::PlayerReg6 = 0

Definition at line 199 of file PlayerObject.h.

◆ PlayerReg7

int32 APlayerObject::PlayerReg7 = 0

Definition at line 201 of file PlayerObject.h.

◆ PlayerReg8

int32 APlayerObject::PlayerReg8 = 0

Definition at line 203 of file PlayerObject.h.

◆ PlayerSync

unsigned char APlayerObject::PlayerSync

Definition at line 71 of file PlayerObject.h.

◆ PlayerSyncEnd

unsigned char APlayerObject::PlayerSyncEnd

Definition at line 323 of file PlayerObject.h.

◆ ProximityThrowInput

FInputCondition APlayerObject::ProximityThrowInput

Definition at line 178 of file PlayerObject.h.

◆ RecoverableHealth

int32 APlayerObject::RecoverableHealth

Definition at line 267 of file PlayerObject.h.

◆ RoundEndFlag

bool APlayerObject::RoundEndFlag = false

Definition at line 229 of file PlayerObject.h.

◆ RoundWinTimer

int32 APlayerObject::RoundWinTimer = 60

Definition at line 280 of file PlayerObject.h.

◆ SequenceData

USequenceData* APlayerObject::SequenceData

Definition at line 425 of file PlayerObject.h.

◆ SkeletalMeshComponents

TArray<USkeletalMeshComponent*> APlayerObject::SkeletalMeshComponents

Definition at line 437 of file PlayerObject.h.

◆ SoundData

USoundData* APlayerObject::SoundData

Definition at line 432 of file PlayerObject.h.

◆ Stance

TEnumAsByte<EActionStance> APlayerObject::Stance

Definition at line 264 of file PlayerObject.h.

◆ StandPushHeight

int32 APlayerObject::StandPushHeight

Definition at line 136 of file PlayerObject.h.

◆ StandPushWidth

int32 APlayerObject::StandPushWidth

Definition at line 134 of file PlayerObject.h.

◆ StateEntryName

FGameplayTag APlayerObject::StateEntryName

Definition at line 294 of file PlayerObject.h.

◆ StoredBattleObjects

ABattleObject* APlayerObject::StoredBattleObjects[16]

Definition at line 290 of file PlayerObject.h.

◆ StoredInputBuffer

FInputBuffer APlayerObject::StoredInputBuffer

Definition at line 244 of file PlayerObject.h.

◆ StoredLinkActors

TArray<FLinkedActorContainer> APlayerObject::StoredLinkActors

Definition at line 337 of file PlayerObject.h.

◆ StoredStateMachine

FStateMachine APlayerObject::StoredStateMachine

Definition at line 236 of file PlayerObject.h.

◆ StrikeInvulnerableTimer

uint32 APlayerObject::StrikeInvulnerableTimer = 0

Definition at line 274 of file PlayerObject.h.

◆ SubroutineNames

TArray<FGameplayTag> APlayerObject::SubroutineNames

Definition at line 374 of file PlayerObject.h.

◆ Subroutines

TArray<USubroutine*> APlayerObject::Subroutines

Definition at line 373 of file PlayerObject.h.

◆ SuperJumpGravity

int32 APlayerObject::SuperJumpGravity

Definition at line 110 of file PlayerObject.h.

◆ SuperJumpHeight

int32 APlayerObject::SuperJumpHeight

Definition at line 104 of file PlayerObject.h.

◆ TeamIndex

int32 APlayerObject::TeamIndex

Definition at line 261 of file PlayerObject.h.

◆ ThrowInvulnerableTimer

uint32 APlayerObject::ThrowInvulnerableTimer = 0

Definition at line 275 of file PlayerObject.h.

◆ ThrowRange

int32 APlayerObject::ThrowRange
protected

Definition at line 309 of file PlayerObject.h.

◆ ThrowResistAfterWakeUp

int32 APlayerObject::ThrowResistAfterWakeUp = 5

Definition at line 182 of file PlayerObject.h.

◆ ThrowResistTimer

uint32 APlayerObject::ThrowResistTimer = 0

Definition at line 276 of file PlayerObject.h.

◆ ThrowTechTimer

int32 APlayerObject::ThrowTechTimer
protected

Definition at line 310 of file PlayerObject.h.

◆ ThrowTechWindow

int32 APlayerObject::ThrowTechWindow = 6

Definition at line 180 of file PlayerObject.h.

◆ TotalProration

int32 APlayerObject::TotalProration = 10000

Definition at line 268 of file PlayerObject.h.

◆ VoiceData

USoundData* APlayerObject::VoiceData

Definition at line 434 of file PlayerObject.h.

◆ WallTouchTimer

int32 APlayerObject::WallTouchTimer

Definition at line 281 of file PlayerObject.h.

◆ WhiffCancelOptions

TArray<int32> APlayerObject::WhiffCancelOptions

Definition at line 348 of file PlayerObject.h.


The documentation for this class was generated from the following files:
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Battle/Actors/PlayerObject.h
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Battle/Actors/PlayerObject.cpp