- Added a header file to prevent an error when creating a shipping build.
- Added comments to help describe what the various data assets do.
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@ -3,9 +3,14 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "ComboInputAssets.generated.h"
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/**
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* Struct that is used as the value for a combo branch. ComboAction is the action to be
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* executed, and NextNode is the node that will be activated next in the sequence.
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*/
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USTRUCT(BlueprintType)
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struct COMBOINPUT_API FComboSequenceAction
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{
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@ -20,6 +25,11 @@ public:
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TObjectPtr<const class UComboSequenceNode> NextNode;
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};
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/**
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* An action that can be executed as part of a combo sequence. This is essentially a
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* representation of an attack, and can be sent to the Animation Graph to play an
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* attack animation and the like.
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*/
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UCLASS(BlueprintType)
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class COMBOINPUT_API UComboAction : public UDataAsset
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{
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@ -31,6 +41,11 @@ public:
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FName ActionName;
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};
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/**
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* This represents a node in the combo graph, with each key in the ComboBranch being
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* an input this node can react to, and each value containing the action to be executed
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* next, and the node to activate after the action is complete.
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*/
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UCLASS(BlueprintType)
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class COMBOINPUT_API UComboSequenceNode : public UDataAsset
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{
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@ -41,12 +56,20 @@ public:
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TMap<const class UComboInputAsset *, struct FComboSequenceAction> ComboBranch;
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};
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/**
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* This maps a sequence of button inputs from EnhancedInput to a combo action that can
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* be used to execute a sequence of moves. This gets sent from the input buffer subsystem
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* to the player controller's ComboManagerComponent, which executes the associated action
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* in the current ComboSequenceNode.
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*/
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UCLASS(BlueprintType)
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class COMBOINPUT_API UComboInputAsset : public UDataAsset
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{
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GENERATED_BODY()
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public:
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// Checks if this combo input contains the given action, and only that action, in its
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// action group.
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bool MatchesInputAction(const class UInputAction* Action) const
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{
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if (this->ActionGroup.Num() == 1 && this->ActionGroup.Contains(Action))
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@ -55,6 +78,8 @@ public:
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}
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return false;
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}
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// Checks if this combo input's action group contains all of the given actions, and no
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// others.
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bool MatchesInputActions(TSet<const class UInputAction *> Actions) const
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{
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if (this->ActionGroup.Num() == Actions.Num())
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