Night Sky Engine
A fighting game framework made in Unreal Engine
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A character state that determines behavior. More...
#include <State.h>
Public Member Functions | |
void | Init () |
virtual void | CallExec () |
void | Exec () |
bool | CanEnterState () |
Public Member Functions inherited from USerializableObj | |
TArray< uint8 > | SaveForRollback () |
void | LoadForRollback (const TArray< uint8 > &InBytes) |
void | ResetToCDO () |
Public Attributes | |
ABattleObject * | Parent |
int32 | CelIndex |
FGameplayTag | Name |
FGameplayTag | ShareChainName |
EEntryStance | EntryStance |
TArray< FInputConditionList > | InputConditionLists |
EStateType | StateType |
FGameplayTag | CustomStateType |
TArray< EStateCondition > | StateConditions |
bool | IsFollowupState |
int32 | ObjectID |
int32 | MaxChain = -1 |
int32 | MaxInstances = 1 |
FStateCPUData | CPUData |
bool | bHumanUsable = true |
bool | bCPUUsable = true |
A character state that determines behavior.
Provides functionality for the current character behavior, such as frame data, animations, and more.
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virtual |
Wrapper for Exec function that sets CelIndex to zero.
Reimplemented in UStateAlias, and USubroutineState.
bool UState::CanEnterState | ( | ) |
Called to check if the state may be entered.
void UState::Exec | ( | ) |
Called every frame to update the state.
void UState::Init | ( | ) |
bool UState::bCPUUsable = true |
bool UState::bHumanUsable = true |
int32 UState::CelIndex |
FStateCPUData UState::CPUData |
FGameplayTag UState::CustomStateType |
EEntryStance UState::EntryStance |
TArray<FInputConditionList> UState::InputConditionLists |
bool UState::IsFollowupState |
int32 UState::MaxChain = -1 |
int32 UState::MaxInstances = 1 |
FGameplayTag UState::Name |
int32 UState::ObjectID |
ABattleObject* UState::Parent |
FGameplayTag UState::ShareChainName |
TArray<EStateCondition> UState::StateConditions |
EStateType UState::StateType |