Night Sky Engine
A fighting game framework made in Unreal Engine
Loading...
Searching...
No Matches
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 339 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 436 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 431 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 356 of file State.h.

◆ CPUData

FStateCPUData UState::CPUData

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

Definition at line 426 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 390 of file State.h.

◆ EntryStance

EEntryStance UState::EntryStance

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

Definition at line 374 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 380 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 401 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 415 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 421 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 363 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 409 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 350 of file State.h.

◆ ShareChainName

FGameplayTag UState::ShareChainName

The state name to share a max chain with.

Definition at line 368 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 396 of file State.h.

◆ StateType

EStateType UState::StateType

The type of this state.

Definition at line 385 of file State.h.


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