59 lines
3.1 KiB
C++
59 lines
3.1 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 "Data/OLSEnumLibrary.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "OLSLocomotionBPLibrary.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 UOLSLocomotionBPLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Predict where the character will stop based on its current movement properties and parameters from the movement component.
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* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
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* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
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* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
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* @return The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location.
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static FVector PredictGroundMovementStopLocation(const FVector& velocity, bool shouldUseSeparateBrakingFriction,
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float brakingFriction, float groundFriction,
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float brakingFrictionFactor, float brakingDecelerationWalking);
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/**
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* Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component.
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* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
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* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
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* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
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* @return The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot.
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static FVector PredictGroundMovementPivotLocation(const FVector& acceleration, const FVector& velocity,
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float groundFriction);
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public:
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UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe))
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static EOLSCardinalDirection SelectCardinalDirectionFromAngle(float angle, float deadZone, EOLSCardinalDirection currentDirection, bool useCurrentDirection = false);
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UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe))
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static EOLSCardinalDirection GetOppositeCardinalDirectional(EOLSCardinalDirection currentDirection);
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UFUNCTION(BlueprintCallable,BlueprintPure,Category = "OLS|Function Library",meta=(BlueprintThreadSafe))
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static EOLSHipDirection GetOppositeHipDirection(EOLSHipDirection currentHipDirection);
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public:
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library")
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static void TryLinkAnimLayer(USkeletalMeshComponent* mesh, TSubclassOf<UAnimInstance> animClass, FName groupName, bool shouldUnlinkGroupIfInvalid);
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};
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