Lots of refactoring related to Movement Component State. Still not done yet.
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@@ -5,6 +5,7 @@
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "AnimQueue.h"
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#include "MovementComponentState.h"
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#include "ScriptedAnimation.h"
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#include "Tangible.generated.h"
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@@ -55,10 +56,14 @@ public:
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UPROPERTY()
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FString ActorBlueprintName;
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// This is
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// Every tangible can store a set of scripted animations.
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UPROPERTY()
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UlxScriptedAnimations *ScriptedAnimations = nullptr;
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// Every tangible can store a fake movement component state.
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UPROPERTY()
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FlxMovementComponentState FakeMovementComponentState;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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