第一次提交

This commit is contained in:
不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
1053 changed files with 102411 additions and 0 deletions

View File

@@ -0,0 +1,57 @@
// // Copyright 2025 https://yuewu.dev/en All Rights Reserved.
//
// #pragma once
//
// #include "CoreMinimal.h"
// #include "GameFramework/CharacterMovementComponent.h"
// #include "Locomotions/GMS_LocomotionStructLibrary.h"
// #include "GMS_CharacterMovementComponent.generated.h"
//
// class UGMS_CharacterMovementSystemComponent;
// class UGMS_CMC_MovementMode;
//
// UCLASS(ClassGroup=(GMS), Blueprintable)
// class GENERICMOVEMENTSYSTEM_API UGMS_CharacterMovementComponent : public UCharacterMovementComponent
// {
// GENERATED_BODY()
//
// friend UGMS_CMC_MovementMode;
//
// public:
// // Sets default values for this component's properties
// UGMS_CharacterMovementComponent(const FObjectInitializer& ObjectInitializer);
//
// protected:
// virtual void InitializeComponent() override;
// virtual void SetUpdatedComponent(USceneComponent* NewUpdatedComponent) override;
// virtual bool HasValidData() const override;
//
// virtual void TickCharacterPose(float DeltaTime) override;
// virtual void PhysicsRotation(float DeltaTime) override;
//
// void GMS_TurnToDesiredRotation(const FRotator& CurrentRotation, FRotator DesiredRotation, FRotator DeltaRot);
//
// void GMS_TurnToDesiredRotationWithRotationRate(const FRotator& CurrentRotation, FRotator DesiredRotation, FRotator DeltaRot);
//
//
// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Physics Rotation"))
// void GMS_PhysicsRotation(float DeltaTime);
//
// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired Movement Rotation"))
// FRotator GMS_ComputeOrientToDesiredMovementRotation(const FRotator& CurrentRotation, float DeltaTime, FRotator& DeltaRotation) const;
//
// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired View Rotation"))
// FRotator GMS_ComputeOrientToDesiredViewRotation(const FRotator& CurrentRotation, float DeltaTime, FRotator& DeltaRotation) const;
//
// UFUNCTION(BlueprintNativeEvent, Category="GMS|Movement", meta=(DisplayName="Compute Orient To Desired View Rotation"))
// bool HasAnimationRotationDeltaYawAngle(float DeltaTime, float& OutDeltaYawAngle) const;
//
// /**
// * Using the default physic rotation of CMC, instead of GMS one.
// */
// UPROPERTY(Category="Character Movement (Rotation Settings)", EditAnywhere, BlueprintReadWrite)
// bool bUseNativeRotation{false};
//
// UPROPERTY(Transient, DuplicateTransient)
// TObjectPtr<UGMS_CharacterMovementSystemComponent> MovementSystem;
// };