403 lines
11 KiB
C++
403 lines
11 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "OLSEnumLibrary.h"
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#include "OLSLocomotionData.h"
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#include "UObject/Object.h"
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#include "OLSAnimationData.generated.h"
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USTRUCT(BlueprintType)
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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(EditAnywhere, BlueprintReadOnly)
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FName RightFootName = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FName LeftFootName = NAME_None;
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};
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USTRUCT(BlueprintType)
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struct FOLSFeetPositionData
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{
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GENERATED_BODY()
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public:
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void DetermineIfRightFootIsFront();
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bool IsRightFootIsFront() const;
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public:
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UPROPERTY(BlueprintReadWrite)
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FTransform RootTransform = FTransform::Identity;
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UPROPERTY(BlueprintReadWrite)
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FVector RightFootLocation = FVector::ZeroVector;
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UPROPERTY(BlueprintReadWrite)
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FVector LeftFootLocation = FVector::ZeroVector;
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protected:
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UPROPERTY(BlueprintReadWrite)
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uint8 bIsRightFootFront : 1 = false;
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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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GENERATED_BODY()
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public:
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FORCEINLINE class UAnimSequence* GetTurnInPlaceAnimationByDirection(const float direction) const;
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public:
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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)
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TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
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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)
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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 FOLSIdleAnimSet
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{
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GENERATED_BODY()
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public:
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FORCEINLINE bool HasAnyIdleBreaks() const;
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FORCEINLINE class UAnimSequence* GetIdleAnimation() const;
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FORCEINLINE class UAnimSequence* GetRandomIdleBreakAnimation() const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TArray<class UAnimSequence*> IdleBreaks;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> Idle = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> IdleExit = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FOLSIdleAndTurnInPlaceAnimSet
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{
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GENERATED_BODY()
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public:
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FORCEINLINE class UAnimSequence* GetIdleExitAnimation() const;
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FORCEINLINE class UAnimSequence* GetIdleAnimation() const;
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FORCEINLINE class UAnimSequence* GetRandomIdleBreakAnimation() const;
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FORCEINLINE class UAnimSequence* GetTurnInPlaceAnimation(const float direction) const;
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FORCEINLINE bool CanPlayIdleBreakAnimation() const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSIdleAnimSet IdleAnimSet;
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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_FeetPosition
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<class UAnimSequence> RightFoot = nullptr;
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};
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#pragma region Forward Facing Anim Sets
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet_ForwardFacing_StartCycle
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
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class UAnimSequence* GetForward180LeftOrRightByAngle(const float angle) const;
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class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction,
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const float angle,
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const bool isRightFootFarFromTarget) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Left or Right Foot"))
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FOLSMovementAnimSet_FeetPosition Forward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Left"))
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TObjectPtr<class UAnimSequence> Forward180L = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Right"))
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TObjectPtr<class UAnimSequence> Forward180R = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Left"))
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TObjectPtr<class UAnimSequence> Forward90L = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Right"))
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TObjectPtr<class UAnimSequence> Forward90R = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet_ForwardFacing_Pivot
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetLeftOrRightByAngle(const float angle,
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const bool isRightFootFarFromTarget) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Left"))
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FOLSMovementAnimSet_FeetPosition Pivot180L;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Right"))
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FOLSMovementAnimSet_FeetPosition Pivot180R;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet_ForwardFacing_StopCycle
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetLeftOrRightAnim(const bool isRightFootPlanted) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Stop Left or Right Foot"))
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FOLSMovementAnimSet_FeetPosition Stop;
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};
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#pragma endregion
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet_CameraFacing_Directional
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{
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GENERATED_BODY()
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protected:
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void GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction, FOLSMovementAnimSet_FeetPosition& outAnimSet) const;
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public:
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class UAnimSequence* GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction, const bool isRightFootFarFromTarget) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSMovementAnimSet_FeetPosition Forward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSMovementAnimSet_FeetPosition Backward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSMovementAnimSet_FeetPosition Right;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FOLSMovementAnimSet_FeetPosition Left;
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};
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USTRUCT(BlueprintType)
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struct FOLSGaitAnimSet
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{
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GENERATED_BODY()
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public:
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FOLSGaitAnimSet()
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{
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PlayRate_Start = FVector2D(.6f, 5.f);
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PlayRate_Pivot = FVector2D(.6f, 5.f);
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PlayRate_Cycle = FVector2D(.8f, 1.2f);
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};
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public:
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void GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FVector2D PlayRate_Start = FVector2D::ZeroVector;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FVector2D PlayRate_Pivot = FVector2D::ZeroVector;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FVector2D PlayRate_Cycle = FVector2D::ZeroVector;
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};
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USTRUCT(BlueprintType)
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struct FOLSGaitAnimSet_ForwardFacing : public FOLSGaitAnimSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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FOLSMovementAnimSet_ForwardFacing_StartCycle StartCycle;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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TObjectPtr<class UAnimSequence> Cycle = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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FOLSMovementAnimSet_ForwardFacing_Pivot Pivot;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
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};
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USTRUCT(BlueprintType)
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struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
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{
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GENERATED_BODY()
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public:
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const FOLSMovementAnimSet_CameraFacing_Directional& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet_CameraFacing_Directional& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet_CameraFacing_Directional& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet_CameraFacing_Directional& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipBackward;
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};
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USTRUCT(BlueprintType)
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struct FOLSGaitAnimSets
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
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FOLSGaitAnimSet_ForwardFacing GaitAnimSet_ForwardFacing;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
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FOLSGaitAnimSet_CameraFacing GaitAnimSet_CameraFacing;
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public:
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static FOLSGaitAnimSets EmptyAnimSet;
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};
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USTRUCT(BlueprintType)
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struct FOLSStanceAnimSets
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{
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GENERATED_BODY()
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public:
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FOLSStanceAnimSets() = default;
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FOLSStanceAnimSets(const FOLSStanceAnimSets&) = default;
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FOLSStanceAnimSets(FOLSStanceAnimSets&&) = default;
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FOLSStanceAnimSets& operator=(const FOLSStanceAnimSets&) = default;
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FOLSStanceAnimSets& operator=(FOLSStanceAnimSets&&) = default;
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virtual ~FOLSStanceAnimSets() = default;
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public:
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class UAnimSequence* GetIdleAnimation() const;
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class UAnimSequence* GetIdleExitAnimation() const;
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class UAnimSequence* GetRandomIdleBreakAnimation() const;
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class UAnimSequence* GetTurnInPlaceAnimation(const float direction) const;
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virtual bool CanPlayIdleBreakAnimation() const;
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public:
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virtual const FOLSGaitAnimSets& GetGaitAnimSetByGait(const EOLSGait& gait) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FOLSIdleAndTurnInPlaceAnimSet IdleAndTurnInPlaceAnimSet;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FOLSGaitAnimSets WalkAnimSets;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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uint8 bUseFeetPosition : 1 = false;
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};
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USTRUCT(BlueprintType)
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struct FOLSStanceAnimSets_Standing : public FOLSStanceAnimSets
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{
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GENERATED_BODY()
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public:
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virtual const FOLSGaitAnimSets& GetGaitAnimSetByGait(const EOLSGait& gait) const override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FOLSGaitAnimSets JogAnimSets;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
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FOLSGaitAnimSets SprintAnimSets;
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}; |