Files
PHY/Plugins/GCS/Source/GenericCombatSystem/Public/Notifies/GCS_ANS_MovementCancellation.h
2026-03-03 01:23:02 +08:00

75 lines
2.4 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "Animation/AnimNotifies/AnimNotifyState.h"
#include "GCS_ANS_MovementCancellation.generated.h"
/**
* Animation notify state to disable montage root motion when moving.
* 当角色移动时禁用蒙太奇根运动的动画通知状态。
*/
UCLASS(BlueprintType, Blueprintable, Abstract, HideDropdown)
class GENERICCOMBATSYSTEM_API UGCS_ANS_MovementCancellation : public UAnimNotifyState
{
GENERATED_BODY()
public:
/**
* Default constructor.
* 默认构造函数。
*/
UGCS_ANS_MovementCancellation(const FObjectInitializer& ObjectInitializer);
/**
* Called when the notify begins.
* 通知开始时调用。
* @param BranchingPointPayload The notify payload. 通知载荷。
*/
virtual void BranchingPointNotifyBegin(FBranchingPointNotifyPayload& BranchingPointPayload) override;
/**
* Called each frame during the notify.
* 通知期间每帧调用。
* @param BranchingPointPayload The notify payload. 通知载荷。
* @param FrameDeltaTime Time since last frame. 上一帧以来的时间。
*/
virtual void BranchingPointNotifyTick(FBranchingPointNotifyPayload& BranchingPointPayload, float FrameDeltaTime) override;
/**
* Called when the notify ends.
* 通知结束时调用。
* @param BranchingPointPayload The notify payload. 通知载荷。
*/
virtual void BranchingPointNotifyEnd(FBranchingPointNotifyPayload& BranchingPointPayload) override;
protected:
/**
* Checks if the skeletal mesh is moving.
* 检查骨骼网格是否在移动。
* @param MeshComp The skeletal mesh component. 骨骼网格组件。
* @return True if moving. 如果在移动返回true。
*/
UFUNCTION(BlueprintNativeEvent)
bool IsMoving(USkeletalMeshComponent* MeshComp) const;
virtual bool IsMoving_Implementation(USkeletalMeshComponent* MeshComp) const;
/**
* Indicates if root motion is disabled.
* 表示根运动是否被禁用。
*/
bool IsRootMotionDisabled{false};
#if WITH_EDITOR
/**
* Checks if the notify can be placed on an animation.
* 检查通知是否可以放置在动画上。
* @param Animation The animation sequence. 动画序列。
* @return True if valid. 如果有效返回true。
*/
virtual bool CanBePlaced(UAnimSequenceBase* Animation) const override;
#endif
};