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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 "Runtime/Launch/Resources/Version.h"
#include "GMS_ZipliningMode.h"
#include "MovementModeTransition.h"
#include "GMS_ZiplineModeTransition.generated.h"
/**
* Transition that handles starting ziplining based on input. Character must be airborne to catch the
* zipline, regardless of input.
*/
UCLASS(Blueprintable, BlueprintType)
class UGMS_ZiplineStartTransition : public UBaseMovementModeTransition
{
GENERATED_UCLASS_BODY()
#if ENGINE_MINOR_VERSION >= 6
virtual FTransitionEvalResult Evaluate_Implementation(const FSimulationTickParams& Params) const override;
#else
virtual FTransitionEvalResult OnEvaluate(const FSimulationTickParams& Params) const override;
#endif
UPROPERTY(EditAnywhere, Category = "Ziplining")
FName ZipliningModeName = ExtendedModeNames::Ziplining;
UPROPERTY(EditAnywhere, Category = "Ziplining")
FGameplayTag ZipliningInputTag;
};
/**
* Transition that handles exiting ziplining based on input
*/
UCLASS(Blueprintable, BlueprintType)
class UGMS_ZiplineEndTransition : public UBaseMovementModeTransition
{
GENERATED_UCLASS_BODY()
#if ENGINE_MINOR_VERSION >= 6
virtual FTransitionEvalResult Evaluate_Implementation(const FSimulationTickParams& Params) const override;
virtual void Trigger_Implementation(const FSimulationTickParams& Params) override;
#else
virtual FTransitionEvalResult OnEvaluate(const FSimulationTickParams& Params) const override;
virtual void OnTrigger(const FSimulationTickParams& Params) override;
#endif
// Mode to enter when exiting the zipline
UPROPERTY(EditAnywhere, Category = "Ziplining")
FName AutoExitToMode = DefaultModeNames::Falling;
};