逻辑状态机
为了实现对目标状态的控制,以及广播改变状态后的事件,可在蓝图中继续处理不同状态下的行为。
实现过程:
1.继承ActorComponent实现LogicStateMachine;
2.被击中时触发设置状态;
3.状态进入/退出时触发事件。
主要代码
LogicStateMachine.h
/*
*author : Jia Zhipeng
*class : LogicStateMachine
*/
//use enum metadata to save priority
UENUM(BlueprintType)
enum LogicStateEnum
{
LS_Default = 0 UMETA(DisplayName = "Default", Priority = 1),
LS_Frozen UMETA(DisplayName = "Frozen", Priority = 1),
LS_Fly UMETA(DisplayName = "Fly", Priority = 1),
LS_OnGround UMETA(DisplayName = "OnGround", Priority = 1),
LS_Faint UMETA(DisplayName = "Faint", Priority = 1),
LS_Back UMETA(DisplayName = "Back", Priority = 1),
LogicStateNum UMETA(Hidden),
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FChangeStateSignature, LogicStateEnum, LogicState);