ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class.

This commit is contained in:
Jamie Greunbaum
2023-10-02 18:48:33 -04:00
parent 49ffadd4f3
commit 510ccb936a
5 changed files with 62 additions and 101 deletions
@@ -9,24 +9,6 @@
#include "ComboInputAssets.generated.h"
/**
* Struct that is used as the value for a combo branch. ComboAction is the action to be
* executed, and NextNode is the node that will be activated next in the sequence.
*/
USTRUCT(BlueprintType)
struct COMBOINPUT_API FComboSequenceAction
{
GENERATED_BODY()
public:
// Action to perform when the associated combo sequence node is activated.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TObjectPtr<const class UComboAction> ComboAction;
// Sequence node to switch to once this action is complete.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TObjectPtr<const class UComboSequenceNode> NextNode;
};
/**
* An action that can be executed as part of a combo sequence. This is essentially a
* representation of an attack, and can be sent to the Animation Graph to play an
@@ -43,21 +25,6 @@ public:
FName ActionName;
};
/**
* This represents a node in the combo graph, with each key in the ComboBranch being
* an input this node can react to, and each value containing the action to be executed
* next, and the node to activate after the action is complete.
*/
UCLASS(BlueprintType)
class COMBOINPUT_API UComboSequenceNode : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TMap<const class UComboInputAsset *, struct FComboSequenceAction> ComboBranch;
};
/**
* This maps a sequence of button inputs from EnhancedInput to a combo action that can
* be used to execute a sequence of moves. This gets sent from the input buffer subsystem