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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Runtime/Launch/Resources/Version.h"
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#include "GMS_ZipliningMode.h"
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#include "MovementModeTransition.h"
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#include "GMS_ZiplineModeTransition.generated.h"
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/**
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* Transition that handles starting ziplining based on input. Character must be airborne to catch the
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* zipline, regardless of input.
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*/
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UCLASS(Blueprintable, BlueprintType)
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class UGMS_ZiplineStartTransition : public UBaseMovementModeTransition
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{
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GENERATED_UCLASS_BODY()
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#if ENGINE_MINOR_VERSION >= 6
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virtual FTransitionEvalResult Evaluate_Implementation(const FSimulationTickParams& Params) const override;
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#else
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virtual FTransitionEvalResult OnEvaluate(const FSimulationTickParams& Params) const override;
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#endif
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UPROPERTY(EditAnywhere, Category = "Ziplining")
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FName ZipliningModeName = ExtendedModeNames::Ziplining;
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UPROPERTY(EditAnywhere, Category = "Ziplining")
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FGameplayTag ZipliningInputTag;
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};
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/**
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* Transition that handles exiting ziplining based on input
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*/
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UCLASS(Blueprintable, BlueprintType)
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class UGMS_ZiplineEndTransition : public UBaseMovementModeTransition
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{
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GENERATED_UCLASS_BODY()
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#if ENGINE_MINOR_VERSION >= 6
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virtual FTransitionEvalResult Evaluate_Implementation(const FSimulationTickParams& Params) const override;
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virtual void Trigger_Implementation(const FSimulationTickParams& Params) override;
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#else
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virtual FTransitionEvalResult OnEvaluate(const FSimulationTickParams& Params) const override;
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virtual void OnTrigger(const FSimulationTickParams& Params) override;
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#endif
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// Mode to enter when exiting the zipline
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UPROPERTY(EditAnywhere, Category = "Ziplining")
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FName AutoExitToMode = DefaultModeNames::Falling;
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};
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