More refactoring of scripted animations: Tangibles now contain ScriptedAnimation pointers.
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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 "ScriptedAnimation.h"
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#include "Tangible.generated.h"
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@@ -45,7 +46,7 @@ public:
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// The tangible ID.
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UPROPERTY()
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uint64 TangibleId;
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uint64 TangibleId = 0;
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UPROPERTY()
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TWeakObjectPtr<AActor> CurrentActor;
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@@ -54,23 +55,27 @@ public:
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UPROPERTY()
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FString ActorBlueprintName;
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// This is
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UPROPERTY()
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UlxScriptedAnimations *ScriptedAnimations = nullptr;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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// Animation that is waiting to be finished.
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uint64 PendingAnimationHash;
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uint64 PendingAnimationHash = 0;
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// When do we timeout the pending animation.
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double PendingAnimationTimeout;
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double PendingAnimationTimeout = 0.0;
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// Current Plane.
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FName Plane;
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// True if luprex thinks this object is Near the player.
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bool NearAccordingToLuprex;
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bool NearAccordingToLuprex = false;
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// True if unreal thinks this object is Near the player.
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bool NearAccordingToUnreal;
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bool NearAccordingToUnreal = false;
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// Delete the current actor.
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//
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@@ -157,6 +162,9 @@ public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target", ExpandBoolAsExecs="ReturnValue"), Category = "Luprex|Animation Queue")
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static bool AnimationStepIsFinished(AActor *Target, const FlxAnimationStep &Step);
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UFUNCTION(BlueprintPure, Meta = (DefaultToSelf = "Target"), Category = "Luprex|Scripted Animations")
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static UlxScriptedAnimations *GetScriptedAnimations(AActor *Target);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static FString GetTangiblePlane(AActor* target);
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