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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 |