// © 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 "GameplayTagContainer.h" #include "OLSEnumLibrary.h" #include "OLSLocomotionData.h" #include "UObject/Object.h" #include "OLSAnimationData.generated.h" USTRUCT(BlueprintType) struct FOLSTurnInPlaceAnimSet { GENERATED_BODY() public: FORCEINLINE class UAnimSequence* GetTurnInPlaceAnimationByDirection(const float direction) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set") TObjectPtr TurnInPlace_90_L = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set") TObjectPtr TurnInPlace_90_R = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set") TObjectPtr TurnInPlace_180_L = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set") TObjectPtr TurnInPlace_180_R = nullptr; }; USTRUCT(BlueprintType) struct FOLSAimAnimSet { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set") TObjectPtr AimPose = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set") TObjectPtr IdleAimOffset = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set") TObjectPtr RelaxedAimOffset = nullptr; }; USTRUCT(BlueprintType) struct FOLSIdleAnimSet { GENERATED_BODY() public: FORCEINLINE bool HasAnyIdleBreaks() const; FORCEINLINE class UAnimSequence* GetIdleAnimation() const; FORCEINLINE class UAnimSequence* GetRandomIdleBreakAnimation() const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set") TArray IdleBreaks; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set") TObjectPtr Idle = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set") TObjectPtr IdleExit = nullptr; }; USTRUCT(BlueprintType) struct FOLSIdleAndTurnInPlaceAnimSet { GENERATED_BODY() public: FORCEINLINE class UAnimSequence* GetIdleEntryAnimation() const; FORCEINLINE class UAnimSequence* GetIdleAnimation() const; FORCEINLINE class UAnimSequence* GetRandomIdleBreakAnimation() const; FORCEINLINE class UAnimSequence* GetTurnInPlaceAnimation(const float direction) const; FORCEINLINE bool CanPlayIdleBreakAnimation() const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set") FOLSIdleAnimSet IdleAnimSet; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set") FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet; }; USTRUCT(BlueprintType) struct FOLSMovementAnimSet { GENERATED_BODY() public: class UAnimSequence* GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Forward = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Backward = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Right = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Left = nullptr; }; USTRUCT(BlueprintType) struct FOLSMovementAnimSet_ForwardFacing { GENERATED_BODY() public: class UAnimSequence* GetBackwardLeftRightByAngle(const float angle) const; class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction, const float angle) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Forward = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Backward_L = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Backward_R = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Right = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set") TObjectPtr Left = nullptr; }; USTRUCT(BlueprintType) struct FOLSGaitAnimSet { GENERATED_BODY() public: FOLSGaitAnimSet() { PlayRate_Start = FVector2D(.6f, 5.f); PlayRate_Pivot = FVector2D(.6f, 5.f); PlayRate_Cycle = FVector2D(.8f, 1.2f); }; public: void GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") FVector2D PlayRate_Start = FVector2D::ZeroVector; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") FVector2D PlayRate_Pivot = FVector2D::ZeroVector; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") FVector2D PlayRate_Cycle = FVector2D::ZeroVector; }; USTRUCT(BlueprintType) struct FOLSGaitAnimSet_ForwardFacing : public FOLSGaitAnimSet { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set") FOLSMovementAnimSet_ForwardFacing StartCycle; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set") TObjectPtr Cycle = nullptr; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set") FOLSMovementAnimSet_ForwardFacing Pivot; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set") TObjectPtr StopCycle = nullptr; }; USTRUCT(BlueprintType) struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet { GENERATED_BODY() 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; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward") FOLSMovementAnimSet StartCycle_HipForward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward") FOLSMovementAnimSet Cycle_HipForward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward") FOLSMovementAnimSet Pivot_HipForward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward") FOLSMovementAnimSet StopCycle_HipForward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward") FOLSMovementAnimSet StartCycle_HipBackward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward") FOLSMovementAnimSet Cycle_HipBackward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward") FOLSMovementAnimSet Pivot_HipBackward; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward") FOLSMovementAnimSet StopCycle_HipBackward; }; USTRUCT(BlueprintType) struct FOLSGaitAnimSets { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets") FOLSGaitAnimSet_ForwardFacing GaitAnimSet_ForwardFacing; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets") FOLSGaitAnimSet_CameraFacing GaitAnimSet_CameraFacing; }; USTRUCT(BlueprintType) struct FOLSStanceAnimSets { GENERATED_BODY() public: class UAnimSequence* GetIdleAnimation() const; class UAnimSequence* GetIdleEntryAnimation() const; class UAnimSequence* GetRandomIdleBreakAnimation() const; bool CanPlayIdleBreakAnimation() const; class UAnimSequence* GetTurnInPlaceAnimation(const float direction) const; const FOLSGaitAnimSets* SelectGaitAnimSetByGait(const EOLSGait& gait) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") TMap GaitAnimSets; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") FOLSIdleAndTurnInPlaceAnimSet IdleAndTurnInPlaceAnimSet; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") FOLSAimAnimSet AimAnimSet; }; USTRUCT(BlueprintType) struct FOLSRootYawOffsetClamp { GENERATED_BODY() public: const FVector2D& GetRootYawOffsetClamp(const EOLSStance stance) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Root Yaw Offset Clamp") FVector2D RootYawOffsetClamp_Standing = FVector2D::ZeroVector; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Root Yaw Offset Clamp") FVector2D RootYawOffsetClamp_Crouching = FVector2D::ZeroVector; }; USTRUCT(BlueprintType) struct FOLSRootYawOffsetClamps { GENERATED_BODY() public: const FOLSRootYawOffsetClamp& GetRootYawOffsetClamp(const EOLSRotationMode& rotationMode) const; public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets") TMap RootYawOffsetClamps; };