Night Sky Engine
A fighting game framework made in Unreal Engine
Loading...
Searching...
No Matches
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 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
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

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

FGameplayTag USubroutineState::SubroutineName

Definition at line 20 of file SubroutineState.h.


The documentation for this class was generated from the following file:
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Battle/SubroutineState.h