Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <SubroutineState.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 | SubroutineName |
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 |
Attempting to enter the state will actually call a subroutine instead.
Definition at line 13 of file SubroutineState.h.
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inlineoverridevirtual |
Wrapper for Exec function that sets CelIndex to zero.
Reimplemented from UState.
Definition at line 23 of file SubroutineState.h.
FGameplayTag USubroutineState::SubroutineName |
Definition at line 20 of file SubroutineState.h.