OLS/Source/OLSAnimation/Public/Data/OLSAnimationData.h

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.
#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 FOLSRotationMatchingData
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float TargetAngle = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float CurrentAccelDir = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float EntryAccelDir = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float EntryRotYaw = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float DesiredYaw = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
uint8 AnimHasRotationLeft : 1 = true;
};
USTRUCT(BlueprintType)
struct FOLSTurnInPlaceAnimSet
{
GENERATED_BODY()
public:
FORCEINLINE class UAnimSequence* GetTurnInPlaceAnimationByDirection(const float direction) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSAimAnimSet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAnimSequence> AimPose = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAimOffsetBlendSpace> IdleAimOffset = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAimOffsetBlendSpace> 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<class UAnimSequence*> IdleBreaks;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
TObjectPtr<class UAnimSequence> Idle = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
TObjectPtr<class UAnimSequence> IdleExit = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSIdleAndTurnInPlaceAnimSet
{
GENERATED_BODY()
public:
FORCEINLINE class UAnimSequence* GetIdleExitAnimation() 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<class UAnimSequence> Forward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Backward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> 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<class UAnimSequence> Forward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Backward_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Backward_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> 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<class UAnimSequence> Cycle = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
FOLSMovementAnimSet_ForwardFacing Pivot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
TObjectPtr<class UAnimSequence> 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;
public:
static FOLSGaitAnimSets EmptyAnimSet;
};
USTRUCT(BlueprintType)
struct FOLSStanceAnimSets
{
GENERATED_BODY()
public:
FOLSStanceAnimSets() = default;
FOLSStanceAnimSets(const FOLSStanceAnimSets&) = default;
FOLSStanceAnimSets(FOLSStanceAnimSets&&) = default;
FOLSStanceAnimSets& operator=(const FOLSStanceAnimSets&) = default;
FOLSStanceAnimSets& operator=(FOLSStanceAnimSets&&) = default;
virtual ~FOLSStanceAnimSets() = default;
public:
class UAnimSequence* GetIdleAnimation() const;
class UAnimSequence* GetIdleExitAnimation() const;
class UAnimSequence* GetRandomIdleBreakAnimation() const;
class UAnimSequence* GetTurnInPlaceAnimation(const float direction) const;
virtual bool CanPlayIdleBreakAnimation() const;
public:
virtual const FOLSGaitAnimSets& GetGaitAnimSetByGait(const EOLSGait& gait) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FOLSIdleAndTurnInPlaceAnimSet IdleAndTurnInPlaceAnimSet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FOLSGaitAnimSets WalkAnimSets;
};
USTRUCT(BlueprintType)
struct FOLSStanceAnimSets_Standing : public FOLSStanceAnimSets
{
GENERATED_BODY()
public:
virtual const FOLSGaitAnimSets& GetGaitAnimSetByGait(const EOLSGait& gait) const override;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FOLSGaitAnimSets JogAnimSets;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stance Anim Sets")
FOLSGaitAnimSets SprintAnimSets;
};