Refactored Forward Facing animation data.
Reverted back to UE5.6 -> UE5.5.
This commit is contained in:
parent
501111ec24
commit
29d0870443
@ -1,12 +1,10 @@
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{
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"version": "1.0",
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"components": [
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"Component.Unreal.Debugger",
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"Component.Unreal.Ide",
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.Unreal.Workspace",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows11SDK.22621",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 53 KiB |
@ -60,20 +60,15 @@ void UOLSBaseLinkedLayerAnimInstance::NativeThreadSafeUpdateSkeletonControlData(
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OrientationWarpingAlpha = GetCurveValue(EnableOrientationWarpingName);
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bIsLeftFootFarFromTarget = UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange(
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GetOwningComponent(), IKFootLeft, RTS_World,
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IKTargetFootLeft, RTS_World, false,
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GetOwningComponent(), FeetPositionSettings.IKFootLeft, RTS_World,
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FeetPositionSettings.IKTargetFootLeft, RTS_World, false,
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0.f, 0.f, 0.f, 0.f) > 8.0f;
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bIsRightFootFarFromTarget = UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange(
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GetOwningComponent(), IKFootRight, RTS_World,
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IKTargetFootRight, RTS_World, false,
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GetOwningComponent(), FeetPositionSettings.IKFootRight, RTS_World,
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FeetPositionSettings.IKTargetFootRight, RTS_World, false,
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0.f, 0.f, 0.f, 0.f) > 8.0f;
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// const float feetPositionValue = GetCurveValue(FeetPositionCurveName);
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// bIsRightFootPlanted = feetPositionValue > 0.5f;
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// bIsLeftFootPlanted = FMath::Abs(feetPositionValue) > 0.5f;
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// If neither foot is planted, use the last valid foot
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if (!bIsRightFootFarFromTarget && !bIsLeftFootFarFromTarget)
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{
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@ -164,7 +159,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStartCycleAnimation(const
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if (isAiming)
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetStartCycleFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StartCycle.
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@ -181,7 +177,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectCycleAnimation(const bool
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if (isAiming)
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetCycleFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Cycle;
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@ -197,11 +194,12 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectPivotAnimation(const bool
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if (isAiming)
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
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angle, bIsLeftFootFarFromTarget, bIsRightFootFarFromTarget);
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angle, bIsRightFootFarFromTarget);
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}
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UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const bool isCrouching,
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@ -213,8 +211,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const b
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if (isAiming)
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{
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return GetGaitAnimSets(isCrouching, gait).
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GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootFarFromTarget);
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@ -60,54 +60,36 @@ bool FOLSIdleAndTurnInPlaceAnimSet::CanPlayIdleBreakAnimation() const
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return IdleAnimSet.HasAnyIdleBreaks();
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}
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UAnimSequence* FOLSMovementAnimSet::GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const
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class UAnimSequence* FOLSMovementAnimSet_FeetPosition::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
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{
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TObjectPtr<UAnimSequence> result = nullptr;
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switch (direction)
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{
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case EOLSCardinalDirection::EForward:
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result = Forward;
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break;
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case EOLSCardinalDirection::EBackward:
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result = Backward;
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break;
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case EOLSCardinalDirection::ERight:
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result = Right;
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break;
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case EOLSCardinalDirection::ELeft:
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result = Left;
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break;
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}
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return result;
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return (isRightFootFarFromTarget ? RightFoot : LeftFoot);
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}
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLeftOrRightFootByAngle(
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const bool isRightFootFront) const
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
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{
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return (isRightFootFront) ? Forward_R : Forward_L;
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return Forward.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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}
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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
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{
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return (angle > 0.f) ? Forward180_R : Forward180_L;
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return (angle > 0.f) ? Forward180R : Forward180L;
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}
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
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const EOLSCardinalDirection direction, const float angle, const bool isRightFootFront) const
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const EOLSCardinalDirection direction, const float angle, const bool isRightFootFarFromTarget) const
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{
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TObjectPtr<UAnimSequence> result = nullptr;
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switch (direction)
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{
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case EOLSCardinalDirection::EForward:
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result = GetForwardLeftOrRightFootByAngle(isRightFootFront);
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result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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break;
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case EOLSCardinalDirection::ELeft:
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result = Left;
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result = Forward90L;
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break;
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case EOLSCardinalDirection::ERight:
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result = Right;
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result = Forward90R;
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break;
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case EOLSCardinalDirection::EBackward:
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result = GetForward180LeftOrRightByAngle(angle);
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@ -117,32 +99,17 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
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return result;
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}
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void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(const bool isLeftFootPlanted,
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const bool isRightFootPlanted, FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
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const bool isRightFootFarFromTarget) const
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{
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if (isLeftFootPlanted)
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{
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outAnimSet = Pivot_LeftFoot;
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}
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else if (isRightFootPlanted)
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{
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outAnimSet = Pivot_RightFoot;
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}
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return (angle > 0.f
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? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
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: Pivot180L.GetForwardLeftOrRightFoot(isRightFootFarFromTarget));
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}
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UAnimSequence* FOLSMovementAnimSets_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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{
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return (isRightFootPlanted ? StopCycle_RightFoot : StopCycle_LeftFoot);
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}
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class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
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const bool isLeftFootPlanted,
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const bool isRightFootPlanted) const
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{
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FOLSMovementAnimSet_ForwardFacing_Pivot animSet;
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GetLeftOrRightAnimSet(isLeftFootPlanted, isRightFootPlanted, animSet);
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return (angle > 0.f) ? animSet.Pivot180R : animSet.Pivot180L;
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return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
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}
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void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const
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@ -161,22 +128,51 @@ void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlay
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}
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}
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const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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void FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction,
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FOLSMovementAnimSet_FeetPosition& outAnimSet) const
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{
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switch (direction)
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{
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case EOLSCardinalDirection::EForward:
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outAnimSet = Forward;
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break;
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case EOLSCardinalDirection::EBackward:
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outAnimSet = Backward;
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break;
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case EOLSCardinalDirection::ERight:
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outAnimSet = Right;
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break;
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case EOLSCardinalDirection::ELeft:
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outAnimSet = Left;
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break;
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}
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}
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UAnimSequence* FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction,
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const bool isRightFootFarFromTarget) const
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{
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FOLSMovementAnimSet_FeetPosition animSet;
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GetMovementAnimSetByCardinalDirection(direction, animSet);
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return animSet.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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}
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const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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{
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return (hipDirection == EOLSHipDirection::EForward) ? StartCycle_HipForward : StartCycle_HipBackward;
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}
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const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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{
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return (hipDirection == EOLSHipDirection::EForward) ? Cycle_HipForward : Cycle_HipBackward;
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}
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const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
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const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
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{
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return (hipDirection == EOLSHipDirection::EForward) ? Pivot_HipForward : Pivot_HipBackward;
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}
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const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
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{
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return (hipDirection == EOLSHipDirection::EForward) ? StopCycle_HipForward : StopCycle_HipBackward;
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}
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@ -262,20 +262,8 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|DistanceMatching")
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FName JumpDistanceCurveName = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
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FName FeetPositionCurveName = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
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FName IKFootRight = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
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FName IKTargetFootRight = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
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FName IKFootLeft = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
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FName IKTargetFootLeft = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|FeetPosition")
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FOLSFeetPositionSettings FeetPositionSettings;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|StrideWarping")
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float StrideWarpingBlendInDurationScaled = .2f;
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@ -10,31 +10,26 @@
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#include "OLSAnimationData.generated.h"
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USTRUCT(BlueprintType)
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struct FOLSRotationMatchingData
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struct FOLSFeetPositionSettings
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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float TargetAngle = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FName IKFootRight = NAME_None;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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float CurrentAccelDir = 0.0f;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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float EntryAccelDir = 0.0f;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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float EntryRotYaw = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FName IKTargetFootRight = NAME_None;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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float DesiredYaw = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FName IKFootLeft = NAME_None;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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uint8 AnimHasRotationLeft : 1 = true;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FName IKTargetFootLeft = NAME_None;
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};
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#pragma region Idle and Turn In-Place AnimSets
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USTRUCT(BlueprintType)
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struct FOLSTurnInPlaceAnimSet
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{
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@ -46,37 +41,19 @@ public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FOLSAimAnimSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
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TObjectPtr<class UAnimSequence> AimPose = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
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TObjectPtr<class UAimOffsetBlendSpace> IdleAimOffset = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
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TObjectPtr<class UAimOffsetBlendSpace> RelaxedAimOffset = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FOLSIdleAnimSet
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{
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@ -90,13 +67,13 @@ public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TArray<class UAnimSequence*> IdleBreaks;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> Idle = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> IdleExit = nullptr;
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};
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@ -115,37 +92,34 @@ public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSIdleAnimSet IdleAnimSet;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
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};
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#pragma endregion
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet
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struct FOLSMovementAnimSet_FeetPosition
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const;
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class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Forward = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Backward = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Right = nullptr;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
TObjectPtr<class UAnimSequence> RightFoot = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Left = nullptr;
|
||||
};
|
||||
|
||||
#pragma region Forward Facing Anim Sets
|
||||
USTRUCT(BlueprintType)
|
||||
struct FOLSMovementAnimSet_ForwardFacing_StartCycle
|
||||
{
|
||||
@ -153,31 +127,28 @@ struct FOLSMovementAnimSet_ForwardFacing_StartCycle
|
||||
|
||||
public:
|
||||
|
||||
class UAnimSequence* GetForwardLeftOrRightFootByAngle(const bool isRightFootFront) const;
|
||||
class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
|
||||
class UAnimSequence* GetForward180LeftOrRightByAngle(const float angle) const;
|
||||
class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction,
|
||||
const float angle,
|
||||
const bool isRightFootFront) const;
|
||||
const bool isRightFootFarFromTarget) const;
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Forward_L = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Forward_R = nullptr;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Left or Right Foot"))
|
||||
FOLSMovementAnimSet_FeetPosition Forward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Forward180_L = nullptr;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Left"))
|
||||
TObjectPtr<class UAnimSequence> Forward180L = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Forward180_R = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Right = nullptr;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Right"))
|
||||
TObjectPtr<class UAnimSequence> Forward180R = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Left = nullptr;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Left"))
|
||||
TObjectPtr<class UAnimSequence> Forward90L = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Right"))
|
||||
TObjectPtr<class UAnimSequence> Forward90R = nullptr;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
@ -185,43 +156,22 @@ struct FOLSMovementAnimSet_ForwardFacing_Pivot
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Pivot180L = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
TObjectPtr<class UAnimSequence> Pivot180R = nullptr;
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FOLSMovementAnimSets_ForwardFacing_Pivot
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
|
||||
void GetLeftOrRightAnimSet(const bool isLeftFootPlanted, const bool isRightFootPlanted,
|
||||
FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const;
|
||||
|
||||
public:
|
||||
|
||||
class UAnimSequence* GetLeftOrRightByAngle(const float angle,
|
||||
const bool isLeftFootPlanted,
|
||||
const bool isRightFootPlanted) const;
|
||||
const bool isRightFootFarFromTarget) const;
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_LeftFoot;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_RightFoot;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Left"))
|
||||
FOLSMovementAnimSet_FeetPosition Pivot180L;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Right"))
|
||||
FOLSMovementAnimSet_FeetPosition Pivot180R;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FOLSMovementAnimSets_ForwardFacing_StopCycle
|
||||
struct FOLSMovementAnimSet_ForwardFacing_StopCycle
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@ -231,11 +181,37 @@ public:
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
TObjectPtr<class UAnimSequence> StopCycle_LeftFoot;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Stop Left or Right Foot"))
|
||||
FOLSMovementAnimSet_FeetPosition Stop;
|
||||
};
|
||||
#pragma endregion
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
||||
TObjectPtr<class UAnimSequence> StopCycle_RightFoot;
|
||||
USTRUCT(BlueprintType)
|
||||
struct FOLSMovementAnimSet_CameraFacing_Directional
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
|
||||
void GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction, FOLSMovementAnimSet_FeetPosition& outAnimSet) const;
|
||||
|
||||
public:
|
||||
|
||||
class UAnimSequence* GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction, const bool isRightFootFarFromTarget) const;
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
FOLSMovementAnimSet_FeetPosition Forward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
FOLSMovementAnimSet_FeetPosition Backward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
FOLSMovementAnimSet_FeetPosition Right;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
FOLSMovementAnimSet_FeetPosition Left;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
@ -283,12 +259,13 @@ public:
|
||||
TObjectPtr<class UAnimSequence> Cycle = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
|
||||
FOLSMovementAnimSets_ForwardFacing_Pivot Pivot;
|
||||
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
|
||||
FOLSMovementAnimSets_ForwardFacing_StopCycle StopCycle;
|
||||
FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
|
||||
{
|
||||
@ -296,36 +273,36 @@ struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
|
||||
|
||||
public:
|
||||
|
||||
const FOLSMovementAnimSet& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet_CameraFacing_Directional& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet_CameraFacing_Directional& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet_CameraFacing_Directional& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
const FOLSMovementAnimSet_CameraFacing_Directional& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||
FOLSMovementAnimSet StartCycle_HipForward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipForward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||
FOLSMovementAnimSet Cycle_HipForward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipForward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||
FOLSMovementAnimSet Pivot_HipForward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipForward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||
FOLSMovementAnimSet StopCycle_HipForward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipForward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||
FOLSMovementAnimSet StartCycle_HipBackward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipBackward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||
FOLSMovementAnimSet Cycle_HipBackward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipBackward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||
FOLSMovementAnimSet Pivot_HipBackward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipBackward;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||
FOLSMovementAnimSet StopCycle_HipBackward;
|
||||
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipBackward;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "5.6",
|
||||
"EngineAssociation": "5.5",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user