UCTurnByTurnComponent

Overview

Turn-by-turn combat orchestrator using a multi-state state machine. Manages actor ordering, target selection, AI movement, attack execution and camera focus.

Properties & Methods

Name Description
stateMachineMap Turn-by-turn workflow state machine
orderedActorArray Ordered list of advIdx participating in combat (-1 = player)
enable Whether turn-by-turn is enabled for this actor
flyPawn Reference to the fly camera pawn during combat
init Initializes state machine from maker.turnByTurnAttack
fightReasonUpdated Triggers state machine re-evaluation when adversary set changes
// State machine workflow:
// S_END_OF_TURN_BY_TURN -> S_ORDERING_ACTOR -> S_CHOOSE_TARGET
//   -> S_MOVE_ACTOR_TO_TARGET -> S_ATTACK -> S_CHOOSE_NEXT_ACTOR
//   -> (loop back to S_CHOOSE_TARGET or S_ORDERING_ACTOR)

// During combat:
// - Player is possessed by an AI controller with the basic enemy BT
// - Camera switches to a fly pawn that orbits the battle
// - Hexagonal tiles in the battle area are banned from spawning