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Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <StateAlias.h>


Public Member Functions | |
| virtual void | CallExec () override |
| Public Member Functions inherited from UState | |
| void | Init () |
| void | Exec () |
| bool | CanEnterState () |
| Public Member Functions inherited from USerializableObj | |
| TArray< uint8 > | SaveForRollback () |
| void | LoadForRollback (const TArray< uint8 > &InBytes) |
| void | ResetToCDO () |
Public Attributes | |
| FGameplayTag | StateToEnter |
| Public Attributes inherited from UState | |
| 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 |
An "alias" for an existing state. Allows giving different conditions for entering an existing state.
Definition at line 13 of file StateAlias.h.
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inlineoverridevirtual |
Wrapper for Exec function that sets CelIndex to zero.
Reimplemented from UState.
Definition at line 23 of file StateAlias.h.
| FGameplayTag UStateAlias::StateToEnter |
Definition at line 20 of file StateAlias.h.