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// // Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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//
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// #pragma once
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//
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// #include "Curves/CurveFloat.h"
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// #include "DrawDebugHelpers.h"
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// #include "GCMS_CameraMode_WithPenetrationAvoidance.h"
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// #include "GCMS_CameraMode_ThirdPerson.generated.h"
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//
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// class UCurveVector;
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//
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// /**
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// * UGCMS_CameraMode_ThirdPerson
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// *
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// * A basic third person camera mode.
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// */
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// UCLASS(Abstract, Blueprintable)
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// class UGCMS_CameraMode_ThirdPerson : public UGCMS_CameraMode_WithPenetrationAvoidance
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// {
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// GENERATED_BODY()
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//
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// public:
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// UGCMS_CameraMode_ThirdPerson();
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//
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// protected:
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//
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// virtual void UpdateView_Implementation(float DeltaTime) override;
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//
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// UFUNCTION(BlueprintCallable, Category="Third Person")
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// void UpdateForTarget(float DeltaTime);
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//
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// protected:
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// // Curve that defines local-space offsets from the target using the view pitch to evaluate the curve.
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// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "!bUseRuntimeFloatCurves"))
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// TObjectPtr<const UCurveVector> TargetOffsetCurve;
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//
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// // UE-103986: Live editing of RuntimeFloatCurves during PIE does not work (unlike curve assets).
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// // Once that is resolved this will become the default and TargetOffsetCurve will be removed.
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// UPROPERTY(EditDefaultsOnly, Category = "Third Person")
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// bool bUseRuntimeFloatCurves;
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//
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// // time will be [-ViewPitchMin,ViewPitchMax]
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// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
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// FRuntimeFloatCurve TargetOffsetX;
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//
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// // time will be [-ViewPitchMin,ViewPitchMax]
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// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
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// FRuntimeFloatCurve TargetOffsetY;
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//
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// // time will be [-ViewPitchMin,ViewPitchMax]
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// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
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// FRuntimeFloatCurve TargetOffsetZ;
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//
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// // Alters the speed that a crouch offset is blended in or out
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Third Person")
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// float CrouchOffsetBlendMultiplier = 5.0f;
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//
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// protected:
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// void SetTargetCrouchOffset(FVector NewTargetOffset);
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// void UpdateCrouchOffset(float DeltaTime);
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//
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// FVector InitialCrouchOffset = FVector::ZeroVector;
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// FVector TargetCrouchOffset = FVector::ZeroVector;
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// float CrouchOffsetBlendPct = 1.0f;
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// FVector CurrentCrouchOffset = FVector::ZeroVector;
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// };
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