ComboInput/Source/ComboInput/Public/ComboInputAssets.h

131 lines
3.9 KiB
C++

// ©2022 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#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
* attack animation and the like.
*/
UCLASS(BlueprintType)
class COMBOINPUT_API UComboAction : public UDataAsset
{
GENERATED_BODY()
public:
// Human-readable name of this combo action.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
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
* to the player controller's ComboManagerComponent, which executes the associated action
* in the current ComboSequenceNode.
*/
UCLASS(BlueprintType)
class COMBOINPUT_API UComboInputAsset : public UDataAsset
{
GENERATED_BODY()
public:
// Checks if this combo input contains the given action, and only that action, in its
// action group.
bool MatchesInputAction(const class UInputAction* Action) const
{
return (this->ActionGroup.Num() == 1 && this->ActionGroup.Contains(Action));
}
// Checks if this combo input's action group contains all of the given actions, and no
// others.
bool MatchesInputActions(TSet<const class UInputAction*> Actions) const
{
if (this->ActionGroup.Num() == Actions.Num())
{
for (const UInputAction *Action : Actions)
{
if (!this->ActionGroup.Contains(Action))
{
return false;
}
}
return true;
}
return false;
}
// Checks if this combo input's action group contains the given action.
bool ContainsAction(const class UInputAction* Action) const
{
return this->ActionGroup.Contains(Action);
}
// Checks if this combo input's action group contains any of the given actions.
bool ContainsOneOf(TSet<const class UInputAction*> Actions) const
{
for (const UInputAction *Action : Actions)
{
if (this->ActionGroup.Contains(Action))
{
return true;
}
}
return false;
}
// Human-readable name of this combo input.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FName ComboInputName;
// Combined actions that add up to this combo input when activated
// within a short time of one another. If only one is present, then
// this combo input asset will simply represent that action.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<const class UInputAction*> ActionGroup;
// Combo inputs that should be prevented from occurring during this
// action. These will be locked when the action is broadcast, and
// should be unlocked by the receiving actor by sending an unlock
// event.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<TObjectPtr<const class UComboInputAsset>> LockedComboInputs;
};