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66 lines
1.7 KiB
66 lines
1.7 KiB
// Fill out your copyright notice in the Description page of Project Settings.
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#include "StateMachineSubsystem.h"
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void UStateMachineSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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CurrentState = EGameState::MainMenu;
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UE_LOG(LogTemp, Display, TEXT("Starting game state machine in MAINMENU state"))
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}
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bool UStateMachineSubsystem::ChangeState(const EGameState NewState)
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{
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// Exit from old state
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switch (CurrentState)
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{
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case EGameState::MainMenu:
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switch(NewState)
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{
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case EGameState::Battle:
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UE_LOG(LogTemp, Display, TEXT("Entering BATTLE state from MAINMENU"))
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break;
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default:
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UE_LOG(LogTemp, Error, TEXT("NewState is invalid from MAINMENU state: %hhd"), NewState)
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return false;
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}
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break;
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case EGameState::Battle:
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switch(NewState)
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{
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case EGameState::BattleMenu:
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UE_LOG(LogTemp, Display, TEXT("Entering BATTLEMENU state from BATTLE"))
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break;
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case EGameState::GameOver:
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UE_LOG(LogTemp, Display, TEXT("Entering GAMEOVER state from BATTLE"))
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break;
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case EGameState::Victory:
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UE_LOG(LogTemp, Display, TEXT("Entering VICTORY state from BATTLE"))
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break;
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default:
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UE_LOG(LogTemp, Error, TEXT("NewState is invalid from BATTLE state: %hhd"), NewState)
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return false;
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}
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break;
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case EGameState::BattleMenu:
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switch(NewState)
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{
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case EGameState::Battle:
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UE_LOG(LogTemp, Error, TEXT("Entering BATTLE state from BATTLEMENU"))
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break;
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default:
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UE_LOG(LogTemp, Error, TEXT("NewState is invalid from BATTLEMENU state: %hhd"), NewState)
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return false;
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}
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break;
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default:
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UE_LOG(LogTemp, Error, TEXT("Leaving unknown state, this is a problem"))
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return false;
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}
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CurrentState = NewState;
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StateChangedDelegate.Broadcast(NewState);
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return true;
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}
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