[박치영] State Pattern 작업
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Components/StateManagerComponent.h"
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// Sets default values for this component's properties
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UStateManagerComponent::UStateManagerComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UStateManagerComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UStateManagerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UStateManagerComponent::SetState(ECharacterState NewState)
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{
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if (NewState != CurrentState)
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{
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//TODO : Delegate ÇÔ¼ö È£Ãâ (Call on State End)
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CurrentState = NewState;
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//TODO : Delegate ÇÔ¼ö È£Ãâ (Call on State Begin)
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}
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}
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ECharacterState UStateManagerComponent::GetCurrentState()
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{
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return CurrentState;
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}
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void UStateManagerComponent::ResetState()
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{
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CurrentState = ECharacterState::Nothing;
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}
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bool UStateManagerComponent::IsCurrentStateEqualToAny(TArray<ECharacterState> StatesToCheck)
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{
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return StatesToCheck.Contains(CurrentState);
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}
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@ -0,0 +1,44 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "StateManagerComponent.generated.h"
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UENUM(BlueprintType)
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enum class ECharacterState : uint8
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{
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Nothing UMETA(DisplayName = "Nothing"),
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Attacking UMETA(DisplayName = "Attacking"),
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Dodging UMETA(DisplayName = "Dodging"),
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GeneralActionState UMETA(DisplayName = "GeneralActionState"),
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Dead UMETA(DisplayName = "Dead"),
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Disable UMETA(DisplayName = "Disable")
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};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class D1_API UStateManagerComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UStateManagerComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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public:
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void SetState(ECharacterState NewState);
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ECharacterState GetCurrentState();
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void ResetState();
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bool IsCurrentStateEqualToAny(TArray<ECharacterState> StatesToCheck);
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private:
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ECharacterState CurrentState;
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};
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