D1/Source/D1/Components/StateManagerComponent.h

77 lines
2.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "StateManagerComponent.generated.h"
UENUM(BlueprintType)
enum class ECharacterState : uint8
{
Nothing UMETA(DisplayName = "Nothing"),
Attacking UMETA(DisplayName = "Attacking"),
Dodging UMETA(DisplayName = "Dodging"),
GeneralActionState UMETA(DisplayName = "GeneralActionState"),
Dead UMETA(DisplayName = "Dead"),
Disable UMETA(DisplayName = "Disable")
};
UENUM(BlueprintType)
enum class ECharacterAction : uint8
{
Nothing UMETA(DisplayName = "Nothing"),
GeneralAction UMETA(DisplayName = "GeneralAction"),
LightAttack UMETA(DisplayName = "LightAttack"),
HeavyAttack UMETA(DisplayName = "HeavyAttack"),
ChargedAttack UMETA(DisplayName = "ChargedAttack"),
FallingAttack UMETA(DisplayName = "FallingAttack"),
SprintAttack UMETA(DisplayName = "SprintAttack"),
Dodge UMETA(DisplayName = "Dodge"),
EnterCombat UMETA(DisplayName = "EnterCombat"),
ExitCombat UMETA(DisplayName = "ExitCombat"),
};
DECLARE_MULTICAST_DELEGATE_OneParam(FStateBegin, ECharacterState);
DECLARE_MULTICAST_DELEGATE_OneParam(FStateEnd, ECharacterState);
DECLARE_MULTICAST_DELEGATE_OneParam(FActionBegin, ECharacterAction);
DECLARE_MULTICAST_DELEGATE_OneParam(FActionEnd, ECharacterAction);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class D1_API UStateManagerComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UStateManagerComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
public:
void SetCurrentState(ECharacterState NewState);
ECharacterState GetCurrentState();
void ResetState();
bool IsCurrentStateEqualToAny(TArray<ECharacterState> StatesToCheck);
void SetCurrentAction(ECharacterAction NewAction);
ECharacterAction GetCurrentAction();
bool IsCurrentActionEqualToAny(TArray<ECharacterAction> ActionToCheck);
public: //Delegate
FStateBegin OnStateBegin;
FStateEnd OnStateEnd;
FActionBegin OnActionBegin;
FActionEnd OnActionEnd;
private:
ECharacterState CurrentState;
ECharacterAction CurrentAction;
};