Renamed params

This commit is contained in:
mrlee207 2025-07-29 22:25:44 +07:00 committed by LongLy
parent 38e3ce0878
commit a04125f879
3 changed files with 48 additions and 75 deletions

View File

@ -234,7 +234,7 @@ AN_FootPlant_Left_C=
LastLevel=/Game/Maps/Startup
[ModuleFileTracking]
ols.TimeStamp=2025.05.17-10.48.34
ols.TimeStamp=2025.07.29-15.11.02
ols.LastCompileMethod=External
StorageServerClient.TimeStamp=2025.03.18-08.01.20
StorageServerClient.LastCompileMethod=External
@ -2115,7 +2115,7 @@ AnimPreviewInstance.Montage=True
K2Node_MakeStruct.PinOptions=True
[AssetEditorSubsystem]
CleanShutdown=True
CleanShutdown=False
DebuggerAttached=True
RecentAssetEditors=AnimationEditor
RecentAssetEditors=AnimationEditor

View File

@ -83,25 +83,25 @@ UAnimSequence* FOLSMovementAnimSet::GetMovementAnimationByCardinalDirection(cons
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLeftOrRightFoot(
const float feetPositionValue) const
const bool isRightFootFront) const
{
return (feetPositionValue > 0.f) ? Forward_R : Forward_L;
return (isRightFootFront) ? Forward_R : Forward_L;
}
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRight(const float angle) const
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
{
return (angle > 0.f) ? Forward180_R : Forward180_L;
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
const EOLSCardinalDirection direction, const float angle, const float feetPositionValue) const
const EOLSCardinalDirection direction, const float angle, const bool isRightFootFarFromTarget) const
{
TObjectPtr<UAnimSequence> result = nullptr;
switch (direction)
{
case EOLSCardinalDirection::EForward:
result = GetForwardLeftOrRightFoot(feetPositionValue);
result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
break;
case EOLSCardinalDirection::ELeft:
result = Left;
@ -110,26 +110,15 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
result = Right;
break;
case EOLSCardinalDirection::EBackward:
result = GetForward180LeftOrRight(angle);
result = GetForward180LeftOrRightByAngle(angle);
break;
}
return result;
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_Stop::GetLeftOrRightStopAnim(const float feetPosition) const
{
return (feetPosition > 0.f ? StopR : StopL);
}
void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(float feetPosition,
FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const
{
outAnimSet = (feetPosition > 0.f) ? Pivot_RightFoot : Pivot_LeftFoot;
}
void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(const bool isLeftFootPlanted,
const bool isRightFootPlanted, FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const
const bool isRightFootPlanted, FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const
{
if (isLeftFootPlanted)
{
@ -141,25 +130,18 @@ void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(const bool
}
}
class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnim(const float angle,
const bool isLeftFootPlanted, const bool isRightFootPlanted, float& outPivotTime) const
UAnimSequence* FOLSMovementAnimSets_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
{
return (isRightFootPlanted ? StopCycle_RightFoot : StopCycle_LeftFoot);
}
class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
const bool isLeftFootPlanted,
const bool isRightFootPlanted) const
{
FOLSMovementAnimSet_ForwardFacing_Pivot animSet;
GetLeftOrRightAnimSet(isLeftFootPlanted, isRightFootPlanted, animSet);
outPivotTime = PivotTime;
return (angle > 0.f) ? animSet.Pivot180R : animSet.Pivot180L;
}
class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnim(const float angle,
const float feetPosition, float& outPivotTime) const
{
FOLSMovementAnimSet_ForwardFacing_Pivot animSet;
GetLeftOrRightAnimSet(feetPosition, animSet);
outPivotTime = PivotTime;
return (angle > 0.f) ? animSet.Pivot180R : animSet.Pivot180L;
}

View File

@ -173,11 +173,11 @@ struct FOLSMovementAnimSet_ForwardFacing_StartCycle
public:
class UAnimSequence* GetForwardLeftOrRightFoot(const float feetPositionValue) const;
class UAnimSequence* GetForward180LeftOrRight(const float angle) const;
class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFront) const;
class UAnimSequence* GetForward180LeftOrRightByAngle(const float angle) const;
class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction,
const float angle,
const float feetPositionValue) const;
const bool isRightFootFarFromTarget) const;
public:
@ -200,30 +200,11 @@ public:
TObjectPtr<class UAnimSequence> Left = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_ForwardFacing_Stop
{
GENERATED_BODY()
public:
class UAnimSequence* GetLeftOrRightStopAnim(const float feetPosition) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Stop Anim Set")
TObjectPtr<class UAnimSequence> StopL = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Stop Anim Set")
TObjectPtr<class UAnimSequence> StopR = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_ForwardFacing_Pivot
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
@ -241,23 +222,14 @@ struct FOLSMovementAnimSets_ForwardFacing_Pivot
protected:
void GetLeftOrRightAnimSet(const bool isLeftFootPlanted,
const bool isRightFootPlanted,
void GetLeftOrRightAnimSet(const bool isLeftFootPlanted, const bool isRightFootPlanted,
FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const;
void GetLeftOrRightAnimSet(float feetPosition,
FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const;
public:
class UAnimSequence* GetLeftOrRightAnim(const float angle,
class UAnimSequence* GetLeftOrRightByAngle(const float angle,
const bool isLeftFootPlanted,
const bool isRightFootPlanted,
float& outPivotTime) const;
class UAnimSequence* GetLeftOrRightAnim(const float angle,
const float feetPosition,
float& outPivotTime) const;
const bool isRightFootPlanted) const;
public:
@ -266,9 +238,24 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_RightFoot;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSets_ForwardFacing_StopCycle
{
GENERATED_BODY()
public:
class UAnimSequence* GetLeftOrRightAnim(const bool isRightFootPlanted) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
float PivotTime = 0.0f;
TObjectPtr<class UAnimSequence> StopCycle_LeftFoot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
TObjectPtr<class UAnimSequence> StopCycle_RightFoot;
};
USTRUCT(BlueprintType)
@ -290,14 +277,15 @@ public:
void GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FVector2D PlayRate_Start = FVector2D::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FVector2D PlayRate_Pivot = FVector2D::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FVector2D PlayRate_Cycle = FVector2D::ZeroVector;
};
@ -318,7 +306,7 @@ public:
FOLSMovementAnimSets_ForwardFacing_Pivot Pivot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
FOLSMovementAnimSet_ForwardFacing_Stop Stop;
FOLSMovementAnimSets_ForwardFacing_StopCycle StopCycle;
};
USTRUCT(BlueprintType)
@ -413,6 +401,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FOLSGaitAnimSets WalkAnimSets;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
uint8 bUseFeetPosition : 1 = false;
};
USTRUCT(BlueprintType)