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:
ABattleObject

Public Member Functions

 APlayerObject ()
 
void InitPlayer ()
 
virtual void Update () override
 
void HandleStateMachine (bool Buffer, FStateMachine &StateMachine)
 
bool HandleAutoCombo (int32 StateIndex, FStateMachine &StateMachine)
 
bool HandleStateInputs (int32 StateIndex, bool Buffer, FStateMachine &StateMachine)
 
bool HandleStateTransition (int32 StateIndex, bool Buffer, FStateMachine &StateMachine)
 
void HandleBufferedState ()
 
void HandleBufferedState (FStateMachine &StateMachine)
 
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)
 
void InitBP ()
 
void EmptyStateMachine ()
 
void RoundInit_BP ()
 
void AddState (FGameplayTag Name, UState *State, FGameplayTag StateMachineName)
 
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, FGameplayTag StateMachineName)
 
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 JumpToStatePrimary (FGameplayTag NewName, bool IsLabel=false)
 
bool JumpToState (FGameplayTag NewName, FGameplayTag StateMachineName, bool IsLabel=false)
 
bool JumpToStateByClassPrimary (TSubclassOf< UState > Class, bool IsLabel=false)
 
bool JumpToStateByClass (TSubclassOf< UState > Class, FGameplayTag StateMachineName, bool IsLabel=false)
 
FGameplayTag GetCurrentStateName (FGameplayTag StateMachineName)
 
FGameplayTag GetLastStateName () const
 
FGameplayTag GetStateEntryName () const
 
FStateMachineGetStateMachine (FGameplayTag StateMachineName)
 
int32 GetEnableFlags (FGameplayTag StateMachineName)
 
bool CheckStateEnabled (EStateType StateType, FGameplayTag CustomStateType, FGameplayTag StateMachineName)
 
void EnableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName)
 
void DisableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName)
 
void EnableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName)
 
void DisableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName)
 
void EnableAttacks ()
 
void EnableCancelIntoSelf (bool Enable)
 
void EnableAll (FGameplayTag StateMachineName)
 
void DisableAll (FGameplayTag StateMachineName)
 
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 ()
 
bool IsInvulnerable_BP () const
 
void SetStateForCPU (FGameplayTag StateName, FGameplayTag StateMachineName)
 
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, FGameplayTag StateMachineName)
 
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)
 
void SetTimeUntilNextCel (int32 InTime)
 
void SetCelDuration (int32 InTime)
 
void AddPosXWithDir (int InPosX)
 
void SetSpeedXRaw (int InSpeedX)
 
void AddSpeedXRaw (int InSpeedX)
 
int32 GetPosYCenter () const
 
void SetPitch (int32 Pitch_x1000)
 
void SetYaw (int32 Yaw_x1000)
 
void SetRoll (int32 Roll_x1000)
 
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 SetPlayerHit (bool Enable)
 
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 ()
 
bool CheckBoxOverlap (ABattleObject *OtherObj, const EBoxType SelfType, const FGameplayTag SelfCustomType, const EBoxType OtherType, const FGameplayTag OtherCustomType)
 
void GetBoxPosition (const EBoxType BoxType, const FGameplayTag CustomType, int &OutPosX, int &OutPosY) const
 
void HandleCustomCollision_PreHit (ABattleObject *OtherObj)
 
void HandleCustomCollision_PostHit (ABattleObject *OtherObj)
 

Static Public Member Functions

static uint32 FlipInput (uint32 Input)
 
- Static Public Member Functions inherited from ABattleObject
static int32 NormalizeAngle (int32 Angle_x1000)
 

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
 
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 StrikeInvulnerableTimer = 0
 
uint32 ThrowInvulnerableTimer = 0
 
uint32 ThrowResistTimer = 0
 
uint32 AirDashTimer = 0
 
int32 OTGCount
 
bool bCrumpled
 
int32 RoundWinTimer = 300
 
int32 WallTouchTimer
 
APlayerObjectEnemy
 
ABattleObjectStoredBattleObjects [16]
 
bool ComponentVisible [MaxComponentCount]
 
FGameplayTag StateEntryName
 
FGameplayTag IntroName
 
unsigned char PlayerSyncEnd
 
bool bIsCpu = false
 
FStateMachine PrimaryStateMachine
 
TArray< FStateMachineSubStateMachines
 
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
 
TMap< FGameplayTag, UStateData * > SubStateData
 
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
 
int32 AnglePitch_x1000 = 0
 
int32 AngleYaw_x1000 = 0
 
int32 AngleRoll_x1000 = 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 ColPosX = 0
 
int32 ColPosY = 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
 
TArray< FCollisionBoxBoxes
 
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 = 0
 
int32 ThrowTechTimer = 0
 
int32 AutoComboCancels [8] = {}
 
bool bIsAutoCombo = false
 
FGameplayTag LastStateName
 
FGameplayTag ExeStateName
 
FGameplayTag BufferedStateName
 
- Protected Attributes inherited from ABattleObject
int32 PushHeight = 0
 
int32 PushHeightLow = 0
 
int32 PushWidth = 0
 
int32 PushWidthExtend = 0
 

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 318 of file PlayerObject.h.

Constructor & Destructor Documentation

◆ APlayerObject()

APlayerObject::APlayerObject ( )

Definition at line 46 of file PlayerObject.cpp.

Member Function Documentation

◆ AddAirDash()

void APlayerObject::AddAirDash ( int32 NewAirDash)

Definition at line 3055 of file PlayerObject.cpp.

◆ AddAirJump()

void APlayerObject::AddAirJump ( int32 NewAirJump)

Definition at line 3050 of file PlayerObject.cpp.

◆ AddAutoComboCancel()

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

Definition at line 3081 of file PlayerObject.cpp.

◆ AddBattleObjectToStorage()

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

Definition at line 1459 of file PlayerObject.cpp.

◆ AddChainCancelOption()

void APlayerObject::AddChainCancelOption ( FGameplayTag Option)

Definition at line 3076 of file PlayerObject.cpp.

◆ AddHealth()

void APlayerObject::AddHealth ( int Value)

Definition at line 2342 of file PlayerObject.cpp.

◆ AddMeter()

void APlayerObject::AddMeter ( int Meter)

Definition at line 2377 of file PlayerObject.cpp.

◆ AddObjectState()

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

Definition at line 2307 of file PlayerObject.cpp.

◆ AddRecoverableHealth()

void APlayerObject::AddRecoverableHealth ( int Value)

Definition at line 2352 of file PlayerObject.cpp.

◆ AddState()

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

Definition at line 2299 of file PlayerObject.cpp.

◆ AddSubroutine()

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

Definition at line 2322 of file PlayerObject.cpp.

◆ AddWhiffCancelOption()

void APlayerObject::AddWhiffCancelOption ( FGameplayTag Option)

Definition at line 3116 of file PlayerObject.cpp.

◆ BattleHudVisibility()

void APlayerObject::BattleHudVisibility ( bool Visible)

Definition at line 1435 of file PlayerObject.cpp.

◆ CallAssist()

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

Definition at line 1467 of file PlayerObject.cpp.

◆ CanEnterState()

bool APlayerObject::CanEnterState ( UState * State,
FGameplayTag StateMachineName )

Definition at line 1511 of file PlayerObject.cpp.

◆ CheckEnemyInRange()

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

Definition at line 1562 of file PlayerObject.cpp.

◆ CheckInput()

bool APlayerObject::CheckInput ( const FInputCondition & Input)

Definition at line 3034 of file PlayerObject.cpp.

◆ CheckIsAttacking()

bool APlayerObject::CheckIsAttacking ( ) const

Definition at line 3040 of file PlayerObject.cpp.

◆ CheckIsStunned()

bool APlayerObject::CheckIsStunned ( ) const

Definition at line 3045 of file PlayerObject.cpp.

◆ CheckStateEnabled()

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

Definition at line 2506 of file PlayerObject.cpp.

◆ DisableAll()

void APlayerObject::DisableAll ( FGameplayTag StateMachineName)

Definition at line 3013 of file PlayerObject.cpp.

◆ DisableCustomState()

void APlayerObject::DisableCustomState ( FGameplayTag CustomStateType,
FGameplayTag StateMachineName )

Definition at line 2967 of file PlayerObject.cpp.

◆ DisableLastInput()

void APlayerObject::DisableLastInput ( )

Definition at line 2916 of file PlayerObject.cpp.

◆ DisableState()

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

Definition at line 2952 of file PlayerObject.cpp.

◆ EditorUpdate()

void APlayerObject::EditorUpdate ( )

◆ EmptyStateMachine()

void APlayerObject::EmptyStateMachine ( )

Definition at line 1775 of file PlayerObject.cpp.

◆ EnableAll()

void APlayerObject::EnableAll ( FGameplayTag StateMachineName)

Definition at line 2991 of file PlayerObject.cpp.

◆ EnableAttacks()

void APlayerObject::EnableAttacks ( )

Definition at line 2972 of file PlayerObject.cpp.

◆ EnableCancelIntoSelf()

void APlayerObject::EnableCancelIntoSelf ( bool Enable)

Definition at line 2979 of file PlayerObject.cpp.

◆ EnableChainCancel()

void APlayerObject::EnableChainCancel ( bool Enable)

Definition at line 3166 of file PlayerObject.cpp.

◆ EnableCustomState()

void APlayerObject::EnableCustomState ( FGameplayTag CustomStateType,
FGameplayTag StateMachineName )

Definition at line 2962 of file PlayerObject.cpp.

◆ EnableForwardAirdashCancel()

void APlayerObject::EnableForwardAirdashCancel ( bool Enable)

Definition at line 3228 of file PlayerObject.cpp.

◆ EnableJumpCancel()

void APlayerObject::EnableJumpCancel ( bool Enable)

Definition at line 3190 of file PlayerObject.cpp.

◆ EnableSpecialCancel()

void APlayerObject::EnableSpecialCancel ( bool Enable)

Definition at line 3202 of file PlayerObject.cpp.

◆ EnableState()

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

Definition at line 2947 of file PlayerObject.cpp.

◆ EnableSuperCancel()

void APlayerObject::EnableSuperCancel ( bool Enable)

Definition at line 3216 of file PlayerObject.cpp.

◆ EnableWhiffCancel()

void APlayerObject::EnableWhiffCancel ( bool Enable)

Definition at line 3178 of file PlayerObject.cpp.

◆ EndMatch()

void APlayerObject::EndMatch ( ) const

Definition at line 1447 of file PlayerObject.cpp.

◆ EndRound()

void APlayerObject::EndRound ( ) const

Definition at line 1441 of file PlayerObject.cpp.

◆ FlipInput()

uint32 APlayerObject::FlipInput ( uint32 Input)
static

Definition at line 136 of file PlayerObject.cpp.

◆ ForceEnableFarNormal()

void APlayerObject::ForceEnableFarNormal ( bool Enable)

Definition at line 1310 of file PlayerObject.cpp.

◆ GetAttackBlockType()

EBlockType APlayerObject::GetAttackBlockType ( ) const

Definition at line 1594 of file PlayerObject.cpp.

◆ GetCurrentStateName()

FGameplayTag APlayerObject::GetCurrentStateName ( FGameplayTag StateMachineName)

Definition at line 2475 of file PlayerObject.cpp.

◆ GetEnableFlags()

int32 APlayerObject::GetEnableFlags ( FGameplayTag StateMachineName)

Definition at line 2957 of file PlayerObject.cpp.

◆ GetGauge()

int32 APlayerObject::GetGauge ( int32 Index) const

Definition at line 2390 of file PlayerObject.cpp.

◆ GetLastStateName()

FGameplayTag APlayerObject::GetLastStateName ( ) const

Definition at line 2481 of file PlayerObject.cpp.

◆ GetStateEntryName()

FGameplayTag APlayerObject::GetStateEntryName ( ) const

Definition at line 2486 of file PlayerObject.cpp.

◆ GetStateMachine()

FStateMachine & APlayerObject::GetStateMachine ( FGameplayTag StateMachineName)

Definition at line 2491 of file PlayerObject.cpp.

◆ HandleAutoCombo()

bool APlayerObject::HandleAutoCombo ( int32 StateIndex,
FStateMachine & StateMachine )

Definition at line 231 of file PlayerObject.cpp.

◆ HandleBlockAction()

void APlayerObject::HandleBlockAction ( )

Definition at line 1661 of file PlayerObject.cpp.

◆ HandleBufferedState() [1/2]

void APlayerObject::HandleBufferedState ( )

Definition at line 1788 of file PlayerObject.cpp.

◆ HandleBufferedState() [2/2]

void APlayerObject::HandleBufferedState ( FStateMachine & StateMachine)

Definition at line 1792 of file PlayerObject.cpp.

◆ HandleHitAction()

void APlayerObject::HandleHitAction ( EHitAction HACT)

Definition at line 820 of file PlayerObject.cpp.

◆ HandleProximityBlock()

void APlayerObject::HandleProximityBlock ( )

Definition at line 1723 of file PlayerObject.cpp.

◆ HandleStateInputs()

bool APlayerObject::HandleStateInputs ( int32 StateIndex,
bool Buffer,
FStateMachine & StateMachine )

Definition at line 291 of file PlayerObject.cpp.

◆ HandleStateMachine()

void APlayerObject::HandleStateMachine ( bool Buffer,
FStateMachine & StateMachine )

Definition at line 215 of file PlayerObject.cpp.

◆ HandleStateTransition()

bool APlayerObject::HandleStateTransition ( int32 StateIndex,
bool Buffer,
FStateMachine & StateMachine )

Definition at line 316 of file PlayerObject.cpp.

◆ InitBP()

void APlayerObject::InitBP ( )

◆ InitPlayer()

void APlayerObject::InitPlayer ( )

Definition at line 147 of file PlayerObject.cpp.

◆ IsCorrectBlock()

bool APlayerObject::IsCorrectBlock ( EBlockType BlockType)

Definition at line 1599 of file PlayerObject.cpp.

◆ IsEnemyAttackState()

bool APlayerObject::IsEnemyAttackState ( ) const

Definition at line 1577 of file PlayerObject.cpp.

◆ IsEnemyBlocking()

bool APlayerObject::IsEnemyBlocking ( ) const

Definition at line 1588 of file PlayerObject.cpp.

◆ IsEnemyThrow()

bool APlayerObject::IsEnemyThrow ( ) const

Definition at line 1583 of file PlayerObject.cpp.

◆ IsInvulnerable()

bool APlayerObject::IsInvulnerable ( ) const

Definition at line 3252 of file PlayerObject.cpp.

◆ IsInvulnerable_BP()

bool APlayerObject::IsInvulnerable_BP ( ) const

◆ IsMainPlayer()

bool APlayerObject::IsMainPlayer ( ) const

Definition at line 1479 of file PlayerObject.cpp.

◆ IsOnScreen()

bool APlayerObject::IsOnScreen ( ) const

Definition at line 1485 of file PlayerObject.cpp.

◆ JumpToState()

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

Definition at line 2417 of file PlayerObject.cpp.

◆ JumpToStateByClass()

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

Definition at line 2449 of file PlayerObject.cpp.

◆ JumpToStateByClassPrimary()

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

Definition at line 2444 of file PlayerObject.cpp.

◆ JumpToStatePrimary()

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

Definition at line 2413 of file PlayerObject.cpp.

◆ LoadForRollbackBP()

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

Definition at line 2940 of file PlayerObject.cpp.

◆ LoadForRollbackPlayer()

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

Definition at line 2935 of file PlayerObject.cpp.

◆ OnStateChange()

void APlayerObject::OnStateChange ( )

Definition at line 2593 of file PlayerObject.cpp.

◆ PauseRoundTimer()

void APlayerObject::PauseRoundTimer ( bool Pause)

Definition at line 1453 of file PlayerObject.cpp.

◆ PlayCommonLevelSequence()

void APlayerObject::PlayCommonLevelSequence ( FGameplayTag Name)

Definition at line 1405 of file PlayerObject.cpp.

◆ PlayLevelSequence()

void APlayerObject::PlayLevelSequence ( FGameplayTag Name)

Definition at line 1420 of file PlayerObject.cpp.

◆ PlayVoiceLine()

void APlayerObject::PlayVoiceLine ( FGameplayTag Name)

Definition at line 1388 of file PlayerObject.cpp.

◆ PostStateChange()

void APlayerObject::PostStateChange ( )

Definition at line 2685 of file PlayerObject.cpp.

◆ RecoverHealth()

void APlayerObject::RecoverHealth ( int Value)

Definition at line 2357 of file PlayerObject.cpp.

◆ RemoveAutoComboCancel()

void APlayerObject::RemoveAutoComboCancel ( EInputFlags Button)

Definition at line 3126 of file PlayerObject.cpp.

◆ RemoveChainCancelOption()

void APlayerObject::RemoveChainCancelOption ( FGameplayTag Option)

Definition at line 3121 of file PlayerObject.cpp.

◆ RemoveWhiffCancelOption()

void APlayerObject::RemoveWhiffCancelOption ( FGameplayTag Option)

Definition at line 3161 of file PlayerObject.cpp.

◆ RoundInit()

void APlayerObject::RoundInit ( bool ResetHealth)

Definition at line 2703 of file PlayerObject.cpp.

◆ RoundInit_BP()

void APlayerObject::RoundInit_BP ( )

◆ SaveForRollbackBP()

TArray< uint8 > APlayerObject::SaveForRollbackBP ( )

Definition at line 2926 of file PlayerObject.cpp.

◆ SaveForRollbackPlayer()

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

Definition at line 2921 of file PlayerObject.cpp.

◆ SetAirDashNoAttackTimer()

void APlayerObject::SetAirDashNoAttackTimer ( bool IsForward)

Definition at line 3068 of file PlayerObject.cpp.

◆ SetAirDashTimer()

void APlayerObject::SetAirDashTimer ( bool IsForward)

Definition at line 3060 of file PlayerObject.cpp.

◆ SetDamageReactionCel()

void APlayerObject::SetDamageReactionCel ( int32 Index)

Definition at line 1368 of file PlayerObject.cpp.

◆ SetDefaultComponentVisibility()

void APlayerObject::SetDefaultComponentVisibility ( )

◆ SetDefaultLandingAction()

void APlayerObject::SetDefaultLandingAction ( bool Enable)

Definition at line 3240 of file PlayerObject.cpp.

◆ SetGauge()

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

Definition at line 2396 of file PlayerObject.cpp.

◆ SetHeadAttribute()

void APlayerObject::SetHeadAttribute ( bool Attribute)

Definition at line 1322 of file PlayerObject.cpp.

◆ SetHeadInvulnerable()

void APlayerObject::SetHeadInvulnerable ( bool Invulnerable)

Definition at line 3285 of file PlayerObject.cpp.

◆ SetHealth()

void APlayerObject::SetHealth ( int Value)

Definition at line 2337 of file PlayerObject.cpp.

◆ SetHitgrabActive()

void APlayerObject::SetHitgrabActive ( bool Active)

Definition at line 1376 of file PlayerObject.cpp.

◆ SetHitValues()

void APlayerObject::SetHitValues ( )

Definition at line 1098 of file PlayerObject.cpp.

◆ SetHitValuesOverTime()

void APlayerObject::SetHitValuesOverTime ( )

Definition at line 1072 of file PlayerObject.cpp.

◆ SetMeterCooldownTimer()

void APlayerObject::SetMeterCooldownTimer ( int Timer)

Definition at line 2385 of file PlayerObject.cpp.

◆ SetOnScreen()

void APlayerObject::SetOnScreen ( bool OnScreen)

Definition at line 1490 of file PlayerObject.cpp.

◆ SetProjectileInvulnerable()

void APlayerObject::SetProjectileInvulnerable ( bool Invulnerable)

Definition at line 3297 of file PlayerObject.cpp.

◆ SetRecoverableHealth()

void APlayerObject::SetRecoverableHealth ( int Value)

Definition at line 2347 of file PlayerObject.cpp.

◆ SetStance()

void APlayerObject::SetStance ( EActionStance InStance)

Definition at line 2408 of file PlayerObject.cpp.

◆ SetStateForCPU()

void APlayerObject::SetStateForCPU ( FGameplayTag StateName,
FGameplayTag StateMachineName )

Definition at line 1557 of file PlayerObject.cpp.

◆ SetStrikeInvulnerable()

void APlayerObject::SetStrikeInvulnerable ( bool Invulnerable)

Definition at line 3261 of file PlayerObject.cpp.

◆ SetStrikeInvulnerableForTime()

void APlayerObject::SetStrikeInvulnerableForTime ( int32 Timer)

Definition at line 3309 of file PlayerObject.cpp.

◆ SetStunTime()

void APlayerObject::SetStunTime ( int32 NewTime)

Definition at line 3324 of file PlayerObject.cpp.

◆ SetThrowActive()

void APlayerObject::SetThrowActive ( bool Active)

Definition at line 1330 of file PlayerObject.cpp.

◆ SetThrowExeState()

void APlayerObject::SetThrowExeState ( FGameplayTag ExeState)

Definition at line 1353 of file PlayerObject.cpp.

◆ SetThrowInvulnerable()

void APlayerObject::SetThrowInvulnerable ( bool Invulnerable)

Definition at line 3273 of file PlayerObject.cpp.

◆ SetThrowInvulnerableForTime()

void APlayerObject::SetThrowInvulnerableForTime ( int32 Timer)

Definition at line 3314 of file PlayerObject.cpp.

◆ SetThrowPosition()

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

Definition at line 1358 of file PlayerObject.cpp.

◆ SetThrowRange()

void APlayerObject::SetThrowRange ( int32 InThrowRange)

Definition at line 1348 of file PlayerObject.cpp.

◆ SetThrowResistForTime()

void APlayerObject::SetThrowResistForTime ( int32 Timer)

Definition at line 3319 of file PlayerObject.cpp.

◆ SwitchMainPlayer()

APlayerObject * APlayerObject::SwitchMainPlayer ( int NewTeamIndex)

Definition at line 1473 of file PlayerObject.cpp.

◆ ThrowEnd()

void APlayerObject::ThrowEnd ( )

Definition at line 1342 of file PlayerObject.cpp.

◆ ThrowExe()

void APlayerObject::ThrowExe ( )

Definition at line 2068 of file PlayerObject.cpp.

◆ ToggleComponentVisibility()

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

Definition at line 1498 of file PlayerObject.cpp.

◆ Update()

void APlayerObject::Update ( )
overridevirtual

Reimplemented from ABattleObject.

Definition at line 378 of file PlayerObject.cpp.

◆ UpdateNotBattle()

void APlayerObject::UpdateNotBattle ( )

Definition at line 799 of file PlayerObject.cpp.

◆ UseGauge()

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

Definition at line 2402 of file PlayerObject.cpp.

◆ UseMeter()

void APlayerObject::UseMeter ( int Use)

Definition at line 2371 of file PlayerObject.cpp.

Member Data Documentation

◆ AirDashCount

int32 APlayerObject::AirDashCount

Definition at line 387 of file PlayerObject.h.

◆ AirDashMinimumHeight

int32 APlayerObject::AirDashMinimumHeight

Definition at line 367 of file PlayerObject.h.

◆ AirDashNoAttackTime

uint32 APlayerObject::AirDashNoAttackTime = 0
protected

Definition at line 553 of file PlayerObject.h.

◆ AirDashTimer

uint32 APlayerObject::AirDashTimer = 0

Definition at line 524 of file PlayerObject.h.

◆ AirDashTimerMax

uint32 APlayerObject::AirDashTimerMax = 0
protected

Definition at line 551 of file PlayerObject.h.

◆ AirJumpCount

int32 APlayerObject::AirJumpCount

Definition at line 385 of file PlayerObject.h.

◆ AirPushHeight

int32 APlayerObject::AirPushHeight

Definition at line 399 of file PlayerObject.h.

◆ AirPushHeightLow

int32 APlayerObject::AirPushHeightLow

Definition at line 401 of file PlayerObject.h.

◆ AirPushWidth

int32 APlayerObject::AirPushWidth

Definition at line 397 of file PlayerObject.h.

◆ AutoComboCancels

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

Definition at line 560 of file PlayerObject.h.

◆ BAirDashNoAttackTime

int32 APlayerObject::BAirDashNoAttackTime

Definition at line 383 of file PlayerObject.h.

◆ BAirDashSpeed

int32 APlayerObject::BAirDashSpeed

Definition at line 371 of file PlayerObject.h.

◆ BAirDashTime

int32 APlayerObject::BAirDashTime

Definition at line 377 of file PlayerObject.h.

◆ bCrumpled

bool APlayerObject::bCrumpled

Definition at line 526 of file PlayerObject.h.

◆ BDashGravity

int32 APlayerObject::BDashGravity

Definition at line 349 of file PlayerObject.h.

◆ BDashHeight

int32 APlayerObject::BDashHeight

Definition at line 347 of file PlayerObject.h.

◆ BDashSpeed

int32 APlayerObject::BDashSpeed

Definition at line 345 of file PlayerObject.h.

◆ bIsAutoCombo

bool APlayerObject::bIsAutoCombo = false
protected

Definition at line 563 of file PlayerObject.h.

◆ bIsCpu

bool APlayerObject::bIsCpu = false

Definition at line 573 of file PlayerObject.h.

◆ BJumpSpeed

int32 APlayerObject::BJumpSpeed

Definition at line 355 of file PlayerObject.h.

◆ bLimitCrumple

bool APlayerObject::bLimitCrumple = true

Definition at line 504 of file PlayerObject.h.

◆ bMirrorWhenFlip

bool APlayerObject::bMirrorWhenFlip

Definition at line 613 of file PlayerObject.h.

◆ BSuperJumpSpeed

int32 APlayerObject::BSuperJumpSpeed

Definition at line 363 of file PlayerObject.h.

◆ BufferedStateName

FGameplayTag APlayerObject::BufferedStateName
protected

Definition at line 566 of file PlayerObject.h.

◆ BWalkSpeed

int32 APlayerObject::BWalkSpeed

Definition at line 335 of file PlayerObject.h.

◆ CameraShakeData

UCameraShakeData* APlayerObject::CameraShakeData

Definition at line 678 of file PlayerObject.h.

◆ CancelFlags

uint32 APlayerObject::CancelFlags = 0
protected

Definition at line 552 of file PlayerObject.h.

◆ CanProximityThrow

bool APlayerObject::CanProximityThrow

Definition at line 431 of file PlayerObject.h.

◆ CanReverseBeat

bool APlayerObject::CanReverseBeat

Definition at line 429 of file PlayerObject.h.

◆ ChainCancelOptions

TArray<int32> APlayerObject::ChainCancelOptions

Definition at line 595 of file PlayerObject.h.

◆ CharaParticleData

UParticleData* APlayerObject::CharaParticleData

Definition at line 671 of file PlayerObject.h.

◆ CharaStateData

UStateData* APlayerObject::CharaStateData

Definition at line 652 of file PlayerObject.h.

◆ CharaSubroutineData

USubroutineData* APlayerObject::CharaSubroutineData

Definition at line 645 of file PlayerObject.h.

◆ CloseNormalRange

int32 APlayerObject::CloseNormalRange

Definition at line 403 of file PlayerObject.h.

◆ CmnPlayerReg1

int32 APlayerObject::CmnPlayerReg1 = 0

Definition at line 465 of file PlayerObject.h.

◆ CmnPlayerReg2

int32 APlayerObject::CmnPlayerReg2 = 0

Definition at line 467 of file PlayerObject.h.

◆ CmnPlayerReg3

int32 APlayerObject::CmnPlayerReg3 = 0

Definition at line 469 of file PlayerObject.h.

◆ CmnPlayerReg4

int32 APlayerObject::CmnPlayerReg4 = 0

Definition at line 471 of file PlayerObject.h.

◆ CmnPlayerReg5

int32 APlayerObject::CmnPlayerReg5 = 0

Definition at line 473 of file PlayerObject.h.

◆ CmnPlayerReg6

int32 APlayerObject::CmnPlayerReg6 = 0

Definition at line 475 of file PlayerObject.h.

◆ CmnPlayerReg7

int32 APlayerObject::CmnPlayerReg7 = 0

Definition at line 477 of file PlayerObject.h.

◆ CmnPlayerReg8

int32 APlayerObject::CmnPlayerReg8 = 0

Definition at line 479 of file PlayerObject.h.

◆ CollisionData

UCollisionData* APlayerObject::CollisionData

Definition at line 640 of file PlayerObject.h.

◆ ColorIndex

int32 APlayerObject::ColorIndex = 1

Definition at line 659 of file PlayerObject.h.

◆ ComboCounter

int32 APlayerObject::ComboCounter

Definition at line 517 of file PlayerObject.h.

◆ ComboRate

int32 APlayerObject::ComboRate = 60

Definition at line 409 of file PlayerObject.h.

◆ ComboTimer

int32 APlayerObject::ComboTimer

Definition at line 518 of file PlayerObject.h.

◆ CommonCollisionData

UCollisionData* APlayerObject::CommonCollisionData

Definition at line 638 of file PlayerObject.h.

◆ CommonLinkActorData

ULinkActorData* APlayerObject::CommonLinkActorData

Definition at line 664 of file PlayerObject.h.

◆ CommonObjectStateData

UStateData* APlayerObject::CommonObjectStateData

Definition at line 648 of file PlayerObject.h.

◆ CommonObjectStateNames

TArray<FGameplayTag> APlayerObject::CommonObjectStateNames

Definition at line 628 of file PlayerObject.h.

◆ CommonObjectStates

TArray<UState*> APlayerObject::CommonObjectStates

Definition at line 627 of file PlayerObject.h.

◆ CommonParticleData

UParticleData* APlayerObject::CommonParticleData

Definition at line 669 of file PlayerObject.h.

◆ CommonSequenceData

USequenceData* APlayerObject::CommonSequenceData

Definition at line 674 of file PlayerObject.h.

◆ CommonSoundData

USoundData* APlayerObject::CommonSoundData

Definition at line 681 of file PlayerObject.h.

◆ CommonSubroutineData

USubroutineData* APlayerObject::CommonSubroutineData

Definition at line 643 of file PlayerObject.h.

◆ CommonSubroutineNames

TArray<FGameplayTag> APlayerObject::CommonSubroutineNames

Definition at line 621 of file PlayerObject.h.

◆ CommonSubroutines

TArray<USubroutine*> APlayerObject::CommonSubroutines

Definition at line 620 of file PlayerObject.h.

◆ ComponentVisible

bool APlayerObject::ComponentVisible[MaxComponentCount]

Definition at line 539 of file PlayerObject.h.

◆ CrouchPushHeight

int32 APlayerObject::CrouchPushHeight

Definition at line 395 of file PlayerObject.h.

◆ CrouchPushWidth

int32 APlayerObject::CrouchPushWidth

Definition at line 393 of file PlayerObject.h.

◆ CurrentAirDashCount

uint32 APlayerObject::CurrentAirDashCount = 0
protected

Definition at line 550 of file PlayerObject.h.

◆ CurrentAirJumpCount

uint32 APlayerObject::CurrentAirJumpCount = 0
protected

Definition at line 549 of file PlayerObject.h.

◆ CurrentHealth

int32 APlayerObject::CurrentHealth

Definition at line 514 of file PlayerObject.h.

◆ DamageReactionCels

TArray<FGameplayTag> APlayerObject::DamageReactionCels

Definition at line 611 of file PlayerObject.h.

◆ Enemy

APlayerObject* APlayerObject::Enemy

Definition at line 535 of file PlayerObject.h.

◆ ExeStateName

FGameplayTag APlayerObject::ExeStateName
protected

Definition at line 565 of file PlayerObject.h.

◆ ExtraGauges

TArray<FExtraGauge> APlayerObject::ExtraGauges

Definition at line 591 of file PlayerObject.h.

◆ FAirDashNoAttackTime

int32 APlayerObject::FAirDashNoAttackTime

Definition at line 380 of file PlayerObject.h.

◆ FAirDashSpeed

int32 APlayerObject::FAirDashSpeed

Definition at line 369 of file PlayerObject.h.

◆ FAirDashTime

int32 APlayerObject::FAirDashTime

Definition at line 374 of file PlayerObject.h.

◆ FDashAccel

int32 APlayerObject::FDashAccel

Definition at line 339 of file PlayerObject.h.

◆ FDashFriction

int32 APlayerObject::FDashFriction

Definition at line 343 of file PlayerObject.h.

◆ FDashInitSpeed

int32 APlayerObject::FDashInitSpeed

Definition at line 337 of file PlayerObject.h.

◆ FDashMaxSpeed

int32 APlayerObject::FDashMaxSpeed

Definition at line 341 of file PlayerObject.h.

◆ FJumpSpeed

int32 APlayerObject::FJumpSpeed

Definition at line 353 of file PlayerObject.h.

◆ FlipInputs

bool APlayerObject::FlipInputs

Definition at line 500 of file PlayerObject.h.

◆ ForwardAirDashMeterGain

int32 APlayerObject::ForwardAirDashMeterGain

Definition at line 419 of file PlayerObject.h.

◆ ForwardDashMeterGain

int32 APlayerObject::ForwardDashMeterGain

Definition at line 417 of file PlayerObject.h.

◆ ForwardJumpMeterGain

int32 APlayerObject::ForwardJumpMeterGain

Definition at line 415 of file PlayerObject.h.

◆ ForwardWalkMeterGain

int32 APlayerObject::ForwardWalkMeterGain

Definition at line 413 of file PlayerObject.h.

◆ FSuperJumpSpeed

int32 APlayerObject::FSuperJumpSpeed

Definition at line 361 of file PlayerObject.h.

◆ FWalkSpeed

int32 APlayerObject::FWalkSpeed

Definition at line 333 of file PlayerObject.h.

◆ Inputs

uint32 APlayerObject::Inputs

Definition at line 489 of file PlayerObject.h.

◆ InstantBlockLockoutTimer

uint32 APlayerObject::InstantBlockLockoutTimer = 0
protected

Definition at line 554 of file PlayerObject.h.

◆ IntroEndFlag

bool APlayerObject::IntroEndFlag = false

Definition at line 482 of file PlayerObject.h.

◆ IntroName

FGameplayTag APlayerObject::IntroName

Definition at line 543 of file PlayerObject.h.

◆ InvulnFlags

uint32 APlayerObject::InvulnFlags = 0

Definition at line 519 of file PlayerObject.h.

◆ JumpGravity

int32 APlayerObject::JumpGravity

Definition at line 357 of file PlayerObject.h.

◆ JumpHeight

int32 APlayerObject::JumpHeight

Definition at line 351 of file PlayerObject.h.

◆ LastStateName

FGameplayTag APlayerObject::LastStateName
protected

Definition at line 564 of file PlayerObject.h.

◆ LinkActorData

ULinkActorData* APlayerObject::LinkActorData

Definition at line 666 of file PlayerObject.h.

◆ MaterialData

UMaterialData* APlayerObject::MaterialData

Definition at line 657 of file PlayerObject.h.

◆ MaxColorIndex

int32 APlayerObject::MaxColorIndex = 2

Definition at line 661 of file PlayerObject.h.

◆ MaxHealth

int32 APlayerObject::MaxHealth

Definition at line 405 of file PlayerObject.h.

◆ MaxMeter

int32 APlayerObject::MaxMeter = 10000

Definition at line 407 of file PlayerObject.h.

◆ MaxOTGCount

int32 APlayerObject::MaxOTGCount

Definition at line 502 of file PlayerObject.h.

◆ MeterCooldownTimer

uint32 APlayerObject::MeterCooldownTimer = 0
protected

Definition at line 555 of file PlayerObject.h.

◆ MeterPercentOnHit

int32 APlayerObject::MeterPercentOnHit = 72

Definition at line 421 of file PlayerObject.h.

◆ MeterPercentOnHitGuard

int32 APlayerObject::MeterPercentOnHitGuard = 18

Definition at line 423 of file PlayerObject.h.

◆ MeterPercentOnReceiveHit

int32 APlayerObject::MeterPercentOnReceiveHit = 40

Definition at line 427 of file PlayerObject.h.

◆ MeterPercentOnReceiveHitGuard

int32 APlayerObject::MeterPercentOnReceiveHitGuard = 10

Definition at line 425 of file PlayerObject.h.

◆ MovesUsedInChain

TArray<int32> APlayerObject::MovesUsedInChain = {}

Definition at line 604 of file PlayerObject.h.

◆ MovesUsedInCombo

TArray<int32> APlayerObject::MovesUsedInCombo = {}

Definition at line 601 of file PlayerObject.h.

◆ ObjectStateData

UStateData* APlayerObject::ObjectStateData

Definition at line 650 of file PlayerObject.h.

◆ ObjectStateNames

TArray<FGameplayTag> APlayerObject::ObjectStateNames

Definition at line 631 of file PlayerObject.h.

◆ ObjectStates

TArray<UState*> APlayerObject::ObjectStates

Definition at line 630 of file PlayerObject.h.

◆ OTGCount

int32 APlayerObject::OTGCount

Definition at line 525 of file PlayerObject.h.

◆ OtgProration

int32 APlayerObject::OtgProration = 80

Definition at line 411 of file PlayerObject.h.

◆ PlayerFlags

uint32 APlayerObject::PlayerFlags = 0

Definition at line 520 of file PlayerObject.h.

◆ PlayerIndex

int32 APlayerObject::PlayerIndex

Definition at line 507 of file PlayerObject.h.

◆ PlayerReg1

int32 APlayerObject::PlayerReg1 = 0

Definition at line 444 of file PlayerObject.h.

◆ PlayerReg2

int32 APlayerObject::PlayerReg2 = 0

Definition at line 446 of file PlayerObject.h.

◆ PlayerReg3

int32 APlayerObject::PlayerReg3 = 0

Definition at line 448 of file PlayerObject.h.

◆ PlayerReg4

int32 APlayerObject::PlayerReg4 = 0

Definition at line 450 of file PlayerObject.h.

◆ PlayerReg5

int32 APlayerObject::PlayerReg5 = 0

Definition at line 452 of file PlayerObject.h.

◆ PlayerReg6

int32 APlayerObject::PlayerReg6 = 0

Definition at line 454 of file PlayerObject.h.

◆ PlayerReg7

int32 APlayerObject::PlayerReg7 = 0

Definition at line 456 of file PlayerObject.h.

◆ PlayerReg8

int32 APlayerObject::PlayerReg8 = 0

Definition at line 458 of file PlayerObject.h.

◆ PlayerSync

unsigned char APlayerObject::PlayerSync

Definition at line 326 of file PlayerObject.h.

◆ PlayerSyncEnd

unsigned char APlayerObject::PlayerSyncEnd

Definition at line 570 of file PlayerObject.h.

◆ PrimaryStateMachine

FStateMachine APlayerObject::PrimaryStateMachine

Definition at line 580 of file PlayerObject.h.

◆ ProximityThrowInput

FInputCondition APlayerObject::ProximityThrowInput

Definition at line 433 of file PlayerObject.h.

◆ RecoverableHealth

int32 APlayerObject::RecoverableHealth

Definition at line 515 of file PlayerObject.h.

◆ RoundEndFlag

bool APlayerObject::RoundEndFlag = false

Definition at line 484 of file PlayerObject.h.

◆ RoundWinTimer

int32 APlayerObject::RoundWinTimer = 300

Definition at line 527 of file PlayerObject.h.

◆ SequenceData

USequenceData* APlayerObject::SequenceData

Definition at line 676 of file PlayerObject.h.

◆ SkeletalMeshComponents

TArray<USkeletalMeshComponent*> APlayerObject::SkeletalMeshComponents

Definition at line 688 of file PlayerObject.h.

◆ SoundData

USoundData* APlayerObject::SoundData

Definition at line 683 of file PlayerObject.h.

◆ Stance

TEnumAsByte<EActionStance> APlayerObject::Stance

Definition at line 512 of file PlayerObject.h.

◆ StandPushHeight

int32 APlayerObject::StandPushHeight

Definition at line 391 of file PlayerObject.h.

◆ StandPushWidth

int32 APlayerObject::StandPushWidth

Definition at line 389 of file PlayerObject.h.

◆ StateEntryName

FGameplayTag APlayerObject::StateEntryName

Definition at line 541 of file PlayerObject.h.

◆ StoredBattleObjects

ABattleObject* APlayerObject::StoredBattleObjects[16]

Definition at line 537 of file PlayerObject.h.

◆ StoredInputBuffer

FInputBuffer APlayerObject::StoredInputBuffer

Definition at line 492 of file PlayerObject.h.

◆ StoredLinkActors

TArray<FLinkedActorContainer> APlayerObject::StoredLinkActors

Definition at line 587 of file PlayerObject.h.

◆ StrikeInvulnerableTimer

uint32 APlayerObject::StrikeInvulnerableTimer = 0

Definition at line 521 of file PlayerObject.h.

◆ SubroutineNames

TArray<FGameplayTag> APlayerObject::SubroutineNames

Definition at line 624 of file PlayerObject.h.

◆ Subroutines

TArray<USubroutine*> APlayerObject::Subroutines

Definition at line 623 of file PlayerObject.h.

◆ SubStateData

TMap<FGameplayTag, UStateData*> APlayerObject::SubStateData

Definition at line 654 of file PlayerObject.h.

◆ SubStateMachines

TArray<FStateMachine> APlayerObject::SubStateMachines

Definition at line 583 of file PlayerObject.h.

◆ SuperJumpGravity

int32 APlayerObject::SuperJumpGravity

Definition at line 365 of file PlayerObject.h.

◆ SuperJumpHeight

int32 APlayerObject::SuperJumpHeight

Definition at line 359 of file PlayerObject.h.

◆ TeamIndex

int32 APlayerObject::TeamIndex

Definition at line 509 of file PlayerObject.h.

◆ ThrowInvulnerableTimer

uint32 APlayerObject::ThrowInvulnerableTimer = 0

Definition at line 522 of file PlayerObject.h.

◆ ThrowRange

int32 APlayerObject::ThrowRange = 0
protected

Definition at line 556 of file PlayerObject.h.

◆ ThrowResistAfterWakeUp

int32 APlayerObject::ThrowResistAfterWakeUp = 5

Definition at line 437 of file PlayerObject.h.

◆ ThrowResistTimer

uint32 APlayerObject::ThrowResistTimer = 0

Definition at line 523 of file PlayerObject.h.

◆ ThrowTechTimer

int32 APlayerObject::ThrowTechTimer = 0
protected

Definition at line 557 of file PlayerObject.h.

◆ ThrowTechWindow

int32 APlayerObject::ThrowTechWindow = 6

Definition at line 435 of file PlayerObject.h.

◆ TotalProration

int32 APlayerObject::TotalProration = 10000

Definition at line 516 of file PlayerObject.h.

◆ VoiceData

USoundData* APlayerObject::VoiceData

Definition at line 685 of file PlayerObject.h.

◆ WallTouchTimer

int32 APlayerObject::WallTouchTimer

Definition at line 528 of file PlayerObject.h.

◆ WhiffCancelOptions

TArray<int32> APlayerObject::WhiffCancelOptions

Definition at line 598 of file PlayerObject.h.


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