// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action. #pragma once #include "CoreMinimal.h" #include "SequenceEvaluatorLibrary.h" #include "Data/OLSEnumLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "OLSLocomotionBPLibrary.generated.h" /** * */ UCLASS() class OLSANIMATION_API UOLSLocomotionBPLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() private: static float GetDistanceCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName); static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName); public: /** * Adjusts the playback time of an animation sequence to match a specified distance to a target. * * This function ensures that the animation sequence progresses or adjusts its time based on the distance to a target. * It uses a distance curve to determine the appropriate time within the animation sequence that corresponds to the desired distance. * * @param updateContext The context for the current animation update, providing necessary time and state information. * @param sequenceEvaluator A reference to the sequence evaluator, which controls and tracks the animation sequence being played. * @param distanceToTarget The distance to the target that the animation should match. * Typically, negative values indicate distance curves storing negative distance. * @param shouldDistanceMatchStop If true, the distance matching stops once the character reaches the target or passes the threshold. * @param stopDistanceThreshHold The distance threshold at which distance matching should stop. * If the evaluated distance curve value exceeds this threshold, distance matching will halt. * @param animEndTime The end time of the animation sequence. If greater than 0, the sequence will not advance past this time. * @param curveName The name of the curve within the animation sequence that stores distance information. * This curve is evaluated to determine the time corresponding to the distance to the target. * * @return An updated sequence evaluator reference, reflecting the adjusted or advanced animation time. */ UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) static FSequenceEvaluatorReference DistanceMatchToTarget(const FAnimUpdateContext& updateContext, const FSequenceEvaluatorReference& sequenceEvaluator, float distanceToTarget, bool shouldDistanceMatchStop, float stopDistanceThreshHold, float animEndTime, FName curveName); /** * Set the play rate of the sequence player so that the speed of the animation matches in-game movement speed. * While distance matching is commonly used for transition animations, cycle animations (walk, jog, etc) typically just adjust their play rate to match * the in-game movement speed. * This function assumes that the animation has a constant speed. * @param sequencePlayer - The sequence player node to operate on. * @param speedToMatch - The in-game movement speed to match. This is usually the current speed of the movement component. * @param playRateClamp - A clamp on how much the animation's play rate can change to match the in-game movement speed. Set to (0,0) for no clamping. */ UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) static FSequencePlayerReference SetPlayRateToMatchSpeed(const FSequencePlayerReference& sequencePlayer, float speedToMatch, FVector2D playRateClamp = FVector2D(0.75f, 1.25f)); /** * Predict where the character will stop based on its current movement properties and parameters from the movement component. * This uses prediction logic that is heavily tied to the UCharacterMovementComponent. * Each parameter corresponds to a value from the UCharacterMovementComponent with the same name. * Because this is a thread safe function, it's recommended to populate these fields via the Property Access system. * @return The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location. */ UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) static FVector PredictGroundMovementStopLocation(const FVector& velocity, bool shouldUseSeparateBrakingFriction, float brakingFriction, float groundFriction, float brakingFrictionFactor, float brakingDecelerationWalking); /** * Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component. * This uses prediction logic that is heavily tied to the UCharacterMovementComponent. * Each parameter corresponds to a value from the UCharacterMovementComponent with the same name. * Because this is a thread safe function, it's recommended to populate these fields via the Property Access system. * @return The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot. */ UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) static FVector PredictGroundMovementPivotLocation(const FVector& acceleration, const FVector& velocity, float groundFriction); public: UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe)) static EOLSCardinalDirection SelectCardinalDirectionFromAngle(float angle, float deadZone, EOLSCardinalDirection currentDirection, bool useCurrentDirection = false); UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe)) static EOLSCardinalDirection GetOppositeCardinalDirectional(EOLSCardinalDirection currentDirection); UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe)) static EOLSHipDirection GetOppositeHipDirection(EOLSHipDirection currentHipDirection); public: UFUNCTION(BlueprintCallable, Category = "OLS|Function Library") static void TryLinkAnimLayer(USkeletalMeshComponent* mesh, TSubclassOf animClass, FName groupName, bool shouldUnlinkGroupIfInvalid); };