Oakfolks Gold_1.14
Oakfolks coop game
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LocomotionConfigurationTypes.h
1#pragma once
2
3#include "CoreMinimal.h"
4#include "Engine/DataAsset.h"
5#include "LocomotionConfigurationTypes.generated.h"
6
8
13UENUM(BlueprintType)
14enum class ELocomotionMode : uint8
15{
16 Basic UMETA(DisplayName = "Basic"),
17 HoldingBox UMETA(DisplayName = "HoldingBox"),
18 WoodCuttingCrank UMETA(DisplayName = "WoodCutting_Crank"),
19 WoodCuttingRope UMETA(DisplayName = "WoodCutting_Rope"),
20 MushroomSaw UMETA(DisplayName = "MushroomSaw"),
21 Sap UMETA(DisplayName = "Sap"),
22 Push UMETA(DisplayName = "Push"),
23 Climb UMETA(DisplayName = "Climb"),
24 Test UMETA(DisplayName = "Test")
25};
26
28
33USTRUCT(BlueprintType)
35{
36 GENERATED_BODY()
37
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
39 FTransform PositionToGo;
40
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
42 UAnimMontage* StartAnimToPlay;
43
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
45 FString StartMontageSection;
46
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
48 UAnimSequence* EndAnimToPlay;
49
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
51 ELocomotionMode Mode = ELocomotionMode::Basic;
52
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
54 bool bLockCapsuleOrientation = false;
55
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
57 bool bUsePhysicalAnim = false;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
60 bool bToggleReachTarget = false;
61
62 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
63 bool bUseSpecificAnim = false;
64
65 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
66 float MaxSpeed = 350.0f;
67
68 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Locomotion")
69 float DistanceToStopAutoWalking = 50.0f;
70
71};
72
74
79UCLASS()
80class BCR_API ULocomotionConfigurationAsset : public UDataAsset
81{
82 GENERATED_BODY()
83
84public:
85
88 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Locomotion|Info")
89 FString ConfigurationName = TEXT("New Locomotion Configuration");
90 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Locomotion|Info", Meta = (MultiLine = true))
91 FString Description;
92
94 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Locomotion|Configuration")
96
99 FLocomotionConfiguration ToRuntimeConfig() const;
100};
Asset container for locomotion configuration data.
Definition LocomotionConfigurationTypes.h:81
Complete locomotion configuration for player positioning and animation.
Definition LocomotionConfigurationTypes.h:35