48 lines
1.4 KiB
C++
48 lines
1.4 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 "Animation/AnimInstance.h"
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#include "OLSBaseLinkedOverlayLayerAnimInstance.generated.h"
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/**
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*
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*/
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UCLASS()
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class OLSANIMATION_API UOLSBaseLinkedOverlayLayerAnimInstance : public UAnimInstance
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{
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GENERATED_BODY()
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protected:
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//~ Begin UAnimInstance overrides
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virtual void NativeInitializeAnimation() override;
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//~ End UAnimInstance overrides
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protected:
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UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe), Category = "ThreadSafe|Selectors")
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class UAnimSequence* SelectIdlePose(const bool isCrouching) const;
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protected:
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UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe))
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class UOLSBaseLayerAnimInstance* GetBaseMainAnimInstance() const;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Mask")
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TObjectPtr<class UAnimSequence> IdlePose_Standing = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Mask")
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TObjectPtr<class UAnimSequence> IdlePose_Crouching = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Mask")
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TObjectPtr<class UAnimSequence> OverlayAnimationProps = nullptr;
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protected:
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UPROPERTY(Transient)
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TObjectPtr<class UOLSBaseLayerAnimInstance> BaseMainAnimInstance = nullptr;
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};
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