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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GMS_AnimLayer.h"
#include "UObject/Object.h"
#include "Runtime/Launch/Resources/Version.h"
#if ENGINE_MINOR_VERSION < 5
#include "InstancedStruct.h"
#else
#include "StructUtils/InstancedStruct.h"
#endif
#include "Settings/GMS_SettingObjectLibrary.h"
#include "GMS_AnimLayer_States.generated.h"
/**
* Animation data for state-based animation layers.
* 状态动画层的数据。
*/
USTRUCT(BlueprintType)
struct GENERICMOVEMENTSYSTEM_API FGMS_AnimData
{
GENERATED_BODY()
virtual ~FGMS_AnimData() = default;
/**
* Validates the animation data.
* 验证动画数据。
*/
virtual void Validate();
/**
* Indicates if the animation data is valid.
* 指示动画数据是否有效。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GMS", meta=(EditCondition=false, EditConditionHides))
bool bValid{false};
};
/**
* Base class for state-based animation layer settings.
* 状态动画层设置的基类。
* @details Inherit this class to create custom state-based animation layer settings. 继承此类以创建自定义状态动画层设置。
*/
UCLASS(Abstract, Blueprintable)
class GENERICMOVEMENTSYSTEM_API UGMS_AnimLayerSetting_States : public UGMS_AnimLayerSetting
{
GENERATED_BODY()
};