5:13pm - I'm down at the McDonalds again today and I'm feelin' pretty good. I'm working on copying the logic from a Unity implementation of GOAP to Unreal Engine 4, which is interesting 'cause it uses all sorts of collection types that Unreal Engine doesn't have; at least explicitly. Unreal has a catch-all TArray class to handle most kinds of collections, and it just depends on what sort of input and output commands you use on it.
The Unity implementation also uses Delegates so I have to figure out Unreal Engine 4's Delegate system. They're kind of like fancy function pointers, but they're more complicated in UE4 than Unity. Well, to be honest, everything I've done in UE4 has been more complicated than Unity. But I guess it gives you a little more control and freedom? Maybe? Heh.
5:56pm - Okay this is twisting my brain. In the original Unity Delegate it's using an interface for the delegate name, and what does that mean, and how, and why? I can't find any documentation on using an interface this way.
An interface is supposed to be like a class that you pin onto another class, and that class has to implement its features. But that's not what's going on here. What's going on here doesn't make any sense to me. ;.;
6:16pm - I think I'm starting to sort-of get it? The Delegate declaration declares a type of delegate, not a property or variable. Then later on, properties of that type are made. But then, I don't get how the FSMState interface or its one blank method are used.
6:59pm - After all that I'm fumigated and frustrumed and even frustrated! So I'm thinking I'll just roll my own FSM implementationization.
8:54pm - It's almost 9pm so I'm going to pack up and head home, even though I haven't gotten to a point I'm happy with.
Notes for next time:
Figure this stuff out in context - http://gameprogrammingpatterns.com/state.html
Toodleoodleoodleoodleoo.
The Unity implementation also uses Delegates so I have to figure out Unreal Engine 4's Delegate system. They're kind of like fancy function pointers, but they're more complicated in UE4 than Unity. Well, to be honest, everything I've done in UE4 has been more complicated than Unity. But I guess it gives you a little more control and freedom? Maybe? Heh.
5:56pm - Okay this is twisting my brain. In the original Unity Delegate it's using an interface for the delegate name, and what does that mean, and how, and why? I can't find any documentation on using an interface this way.
An interface is supposed to be like a class that you pin onto another class, and that class has to implement its features. But that's not what's going on here. What's going on here doesn't make any sense to me. ;.;
6:16pm - I think I'm starting to sort-of get it? The Delegate declaration declares a type of delegate, not a property or variable. Then later on, properties of that type are made. But then, I don't get how the FSMState interface or its one blank method are used.
6:59pm - After all that I'm fumigated and frustrumed and even frustrated! So I'm thinking I'll just roll my own FSM implementationization.
8:54pm - It's almost 9pm so I'm going to pack up and head home, even though I haven't gotten to a point I'm happy with.
Notes for next time:
Figure this stuff out in context - http://gameprogrammingpatterns.com/state.html
Toodleoodleoodleoodleoo.