CharacterStateMachine.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/InputComponent.h"
#include "CharacterStateMachine.generated.h"
UCLASS(Blueprintable)
class ODYSSEYSHOOT_API ACharacterStateMachine : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ACharacterStateMachine();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
enum GameStates
{
IDLE,
INJURED,
DEATH
};
GameStates State = GameStates::IDLE;
enum GameEvents
{
ON_ENTER,
ON_UPDATE
};
GameEvents Event = GameEvents::ON_ENTER;
void ODSUpdate()