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

A character state that determines behavior. More...

#include <State.h>

Inheritance diagram for UState:
Collaboration diagram for UState:

Public Member Functions

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

ABattleObjectParent
 
int32 CelIndex
 
FString Name
 
FString ShareChainName
 
EEntryStance EntryStance
 
TArray< FInputConditionListInputConditionLists
 
EStateType StateType
 
FName CustomStateType
 
TArray< EStateConditionStateConditions
 
bool IsFollowupState
 
int32 ObjectID
 
int32 MaxChain = -1
 
int32 MaxInstances = 1
 
FStateCPUData CPUData
 
bool bHumanUsable = true
 
bool bCPUUsable = true
 

Detailed Description

A character state that determines behavior.

Provides functionality for the current character behavior, such as frame data, animations, and more.

Definition at line 338 of file State.h.

Member Function Documentation

◆ CallExec()

void UState::CallExec ( )
virtual

Wrapper for Exec function that sets CelIndex to zero.

Reimplemented in UStateAlias, and USubroutineState.

Definition at line 10 of file State.cpp.

◆ CanEnterState()

bool UState::CanEnterState ( )

Called to check if the state may be entered.

◆ Exec()

void UState::Exec ( )

Called every frame to update the state.

Member Data Documentation

◆ bCPUUsable

bool UState::bCPUUsable = true

If a CPU player should be able to enter the state. Not used with object states.

Definition at line 438 of file State.h.

◆ bHumanUsable

bool UState::bHumanUsable = true

If a human player should be able to enter the state. Not used with object states.

Definition at line 433 of file State.h.

◆ CelIndex

int32 UState::CelIndex

The current cel index. Used in Blueprint macros to determine which code to execute.

Definition at line 355 of file State.h.

◆ CPUData

FStateCPUData UState::CPUData

Data for the CPU to determine when to enter the state.

Definition at line 428 of file State.h.

◆ CustomStateType

FName UState::CustomStateType

The custom state type. Only used if the base state type is set to Custom.

Definition at line 392 of file State.h.

◆ EntryStance

EEntryStance UState::EntryStance

‍963214a4 (vacation stuff) The required stance to enter this state. Only used on player states.

Definition at line 376 of file State.h.

◆ InputConditionLists

TArray<FInputConditionList> UState::InputConditionLists

An array of input condition lists. Only the success of one input condition list is required to enter the state.

Definition at line 382 of file State.h.

◆ IsFollowupState

bool UState::IsFollowupState

A value that determines if this state can be entered directly, or must be canceled into.

Definition at line 403 of file State.h.

◆ MaxChain

int32 UState::MaxChain = -1

The maximum number of times this state can be used in a chain. For use with moves used in a combo that you wish to prevent cancelling into multiple times in sequence.

Definition at line 417 of file State.h.

◆ MaxInstances

int32 UState::MaxInstances = 1

Determines how many of this state will be spawned. Only used on object states. Player states will ignore this value and always spawn one instance.

Definition at line 423 of file State.h.

◆ Name

FString UState::Name

The name of this state. For player states, this is used to jump to states directly. For object states, this is used to create an object by name.

Definition at line 362 of file State.h.

◆ ObjectID

int32 UState::ObjectID

A value that's set to match with spawned objects. If an owned object with this ID is active, this state can't be entered. For use with states that you do not wish to enter while the projectile is active. Only used on player states.

Definition at line 411 of file State.h.

◆ Parent

ABattleObject* UState::Parent

The object that owns this state instance. For player states, this will always be the owning player. For object states, this value will change when a new object is activated and takes over this state.

Definition at line 349 of file State.h.

◆ ShareChainName

FString UState::ShareChainName

<<<<<<< HEAD

The state name to share a max chain with.

Definition at line 369 of file State.h.

◆ StateConditions

TArray<EStateCondition> UState::StateConditions

An array of state conditions. All state conditions must be successful to enter this state.

Definition at line 398 of file State.h.

◆ StateType

EStateType UState::StateType

The type of this state.

Definition at line 387 of file State.h.


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