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

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

ABattleObjectParent
int32 CelIndex
FGameplayTag Name
FGameplayTag ShareChainName
EEntryStance EntryStance
TArray< FInputConditionListInputConditionLists
EStateType StateType
FGameplayTag 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 335 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.

◆ Init()

void UState::Init ( )

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 432 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 427 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 352 of file State.h.

◆ CPUData

FStateCPUData UState::CPUData

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

Definition at line 422 of file State.h.

◆ CustomStateType

FGameplayTag UState::CustomStateType

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

Definition at line 386 of file State.h.

◆ EntryStance

EEntryStance UState::EntryStance

The required stance to enter this state. Only used on player states.

Definition at line 370 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 376 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 397 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 411 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 417 of file State.h.

◆ Name

FGameplayTag 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 359 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 405 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 346 of file State.h.

◆ ShareChainName

FGameplayTag UState::ShareChainName

The state name to share a max chain with.

Definition at line 364 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 392 of file State.h.

◆ StateType

EStateType UState::StateType

The type of this state.

Definition at line 381 of file State.h.


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