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