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

#include <SubroutineState.h>

Inheritance diagram for USubroutineState:
Collaboration diagram for USubroutineState:

Public Member Functions

virtual void CallExec () override
 
- Public Member Functions inherited from UState
void Exec ()
 
bool CanEnterState ()
 
- Public Member Functions inherited from USerializableObj
TArray< uint8 > SaveForRollback ()
 
void LoadForRollback (const TArray< uint8 > &InBytes)
 
void ResetToCDO ()
 

Public Attributes

FString SubroutineName
 
- Public Attributes inherited from UState
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

Attempting to enter the state will actually call a subroutine instead.

Definition at line 13 of file SubroutineState.h.

Member Function Documentation

◆ CallExec()

virtual void USubroutineState::CallExec ( )
inlineoverridevirtual

Wrapper for Exec function that sets CelIndex to zero.

Reimplemented from UState.

Definition at line 23 of file SubroutineState.h.

Member Data Documentation

◆ SubroutineName

FString USubroutineState::SubroutineName

Definition at line 20 of file SubroutineState.h.


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