53 lines
1.5 KiB
C++
53 lines
1.5 KiB
C++
// 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 "Definitions/CombatGameplayTags.h"
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#include "StateManagerComponent.generated.h"
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DECLARE_MULTICAST_DELEGATE_OneParam(FStateBegin, FGameplayTag);
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DECLARE_MULTICAST_DELEGATE_OneParam(FStateEnd, FGameplayTag);
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DECLARE_MULTICAST_DELEGATE_OneParam(FActionBegin, FGameplayTag);
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DECLARE_MULTICAST_DELEGATE_OneParam(FActionEnd, FGameplayTag);
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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 SetCurrentState(FGameplayTag NewState);
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FGameplayTag GetCurrentState();
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void ResetState();
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bool IsCurrentStateEqualToAny(FGameplayTagContainer StatesToCheck);
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void SetCurrentAction(FGameplayTag NewAction);
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FGameplayTag GetCurrentAction();
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bool IsCurrentActionEqualToAny(FGameplayTagContainer ActionToCheck);
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public: //Delegate
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FStateBegin OnStateBegin;
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FStateEnd OnStateEnd;
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FActionBegin OnActionBegin;
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FActionEnd OnActionEnd;
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private:
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FGameplayTag CurrentState;
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FGameplayTag CurrentAction;
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};
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