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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 "CoreMinimal.h"
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// #include "GameFramework/CharacterMovementComponent.h"
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// #include "Locomotions/GMS_LocomotionStructLibrary.h"
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// #include "GMS_CharacterMovementComponent.generated.h"
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//
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// class UGMS_CharacterMovementSystemComponent;
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// class UGMS_CMC_MovementMode;
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//
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// UCLASS(ClassGroup=(GMS), Blueprintable)
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// class GENERICMOVEMENTSYSTEM_API UGMS_CharacterMovementComponent : public UCharacterMovementComponent
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// {
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// GENERATED_BODY()
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//
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// friend UGMS_CMC_MovementMode;
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//
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// public:
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// // Sets default values for this component's properties
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// UGMS_CharacterMovementComponent(const FObjectInitializer& ObjectInitializer);
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//
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// protected:
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// virtual void InitializeComponent() override;
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// virtual void SetUpdatedComponent(USceneComponent* NewUpdatedComponent) override;
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// virtual bool HasValidData() const override;
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//
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// virtual void TickCharacterPose(float DeltaTime) override;
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// virtual void PhysicsRotation(float DeltaTime) override;
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//
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// void GMS_TurnToDesiredRotation(const FRotator& CurrentRotation, FRotator DesiredRotation, FRotator DeltaRot);
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//
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// void GMS_TurnToDesiredRotationWithRotationRate(const FRotator& CurrentRotation, FRotator DesiredRotation, FRotator DeltaRot);
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//
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//
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// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Physics Rotation"))
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// void GMS_PhysicsRotation(float DeltaTime);
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//
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// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired Movement Rotation"))
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// FRotator GMS_ComputeOrientToDesiredMovementRotation(const FRotator& CurrentRotation, float DeltaTime, FRotator& DeltaRotation) const;
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//
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// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired View Rotation"))
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// FRotator GMS_ComputeOrientToDesiredViewRotation(const FRotator& CurrentRotation, float DeltaTime, FRotator& DeltaRotation) const;
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//
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// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired View Rotation"))
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// bool HasAnimationRotationDeltaYawAngle(float DeltaTime, float& OutDeltaYawAngle) const;
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//
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// /**
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// * Using the default physic rotation of CMC, instead of GMS one.
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// */
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// UPROPERTY(Category="Character Movement (Rotation Settings)", EditAnywhere, BlueprintReadWrite)
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// bool bUseNativeRotation{false};
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//
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// UPROPERTY(Transient, DuplicateTransient)
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// TObjectPtr<UGMS_CharacterMovementSystemComponent> MovementSystem;
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// };
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