338 lines
9.9 KiB
C++
338 lines
9.9 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 FOLSRotationMatchingData
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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(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(BlueprintReadWrite, Category = "RotationMatchingData")
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float DesiredYaw = 0.0f;
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UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
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uint8 AnimHasRotationLeft : 1 = true;
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};
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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, Category = "TurnInPlace Anim Set")
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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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TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
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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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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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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, Category = "Idle Anim Set")
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TArray<class UAnimSequence*> IdleBreaks;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
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TObjectPtr<class UAnimSequence> Idle = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
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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, Category = "Idle and Turn In Place Anim Set")
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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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FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet
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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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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;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Left = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSet_ForwardFacing
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetBackwardLeftRightByAngle(const float angle) const;
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class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction, const float angle) 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_L = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Backward_R = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Right = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
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TObjectPtr<class UAnimSequence> Left = nullptr;
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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;
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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;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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TObjectPtr<class UAnimSequence> StopCycle = nullptr;
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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& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
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const FOLSMovementAnimSet& 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 StartCycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet Cycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet Pivot_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
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FOLSMovementAnimSet StopCycle_HipForward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet StartCycle_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet Cycle_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet Pivot_HipBackward;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
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FOLSMovementAnimSet 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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};
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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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}; |