WIP - Architecture for brute force animation

+ sequence look / extend / grab / drop
This commit is contained in:
Jb win
2025-05-01 03:11:58 +07:00
parent c6f63317b6
commit 42196c7680
7 changed files with 303 additions and 35 deletions

View File

@ -25,22 +25,16 @@ public:
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void InitPilotComponent();
virtual void PostPhysicStepUpdate(const float SimulationTime);
private:
protected: // Child class need access
// Only to easy access within the component
TWeakObjectPtr<ARobotPawn> RobotOwner = nullptr;
TObjectPtr<ARobotPawn> RobotOwner = nullptr;
// ----------------
// ----- ANIM -----
// ----------------
public:
virtual void StartAnimation(const FRobotActuators& NewAnimationTarget);
private:
virtual void AnimateActuators(float SimulationTime); // Bound to the PhysicProxy post-update delegate
float AnimationDuration = 0.f;
protected: // Child class need access
float AnimationStartTime = 0.f;
FRobotActuators CurrentRobotActuators; // This will be updated by the post-physic delegate
FRobotActuators AnimStartRobotActuators;
FRobotActuators AnimTargetRobotActuators;
float AnimationDuration = 0.f;
};