ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class.
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user