#include "CoreMinimal.h"
#include "ALSCharacterEnumLibrary.generated.h"
Go to the source code of this file.
|
| enum class | EALSGait : uint8 { Walking
, Running
, Sprinting
, Sliding
} |
| |
| enum class | EALSMovementAction : uint8 {
None
, LowMantle
, HighMantle
, Rolling
,
GettingUp
} |
| |
| enum class | EALSMovementState : uint8 {
None
, Grounded
, InAir
, Mantling
,
Ragdoll
} |
| |
| enum class | EALSOverlayState : uint8 {
Default
, Masculine
, Feminine
, Injured
,
HandsTied
, Rifle
, PistolOneHanded
, PistolTwoHanded
,
Shotgun
, Sniper
, Launcher
, Sword
,
Knife
, Chainsaw
, SwordShield
, Melee
,
Bow
, Torch
, Binoculars
, Box
,
Barrel
} |
| |
| enum class | EALSRotationMode : uint8 { VelocityDirection
, LookingDirection
, Aiming
} |
| |
| enum class | EALSStance : uint8 { Standing
, Crouching
, Crawling
} |
| |
| enum class | EALSViewMode : uint8 { ThirdPerson
, FirstPerson
} |
| |
| enum class | EALSAnimFeatureExample : uint8 { StrideBlending
, AdditiveBlending
, SprintImpulse
} |
| |
| enum class | EALSFootstepType : uint8 { Step
, WalkRun
, Jump
, Land
} |
| |
| enum class | EALSGroundedEntryState : uint8 { None
, Roll
} |
| |
| enum class | EALSHipsDirection : uint8 {
F
, B
, RF
, RB
,
LF
, LB
} |
| |
| enum class | EALSMantleType : uint8 { HighMantle
, LowMantle
, FallingCatch
} |
| |
| enum class | EALSMovementDirection : uint8 { Forward
, Right
, Left
, Backward
} |
| |
| enum class | EALSSpawnType : uint8 { Location
, Attached
} |
| |
|
| template<typename Enumeration > |
| static FORCEINLINE int32 | GetEnumerationIndex (const Enumeration InValue) |
| |
| template<typename Enumeration > |
| static FORCEINLINE FString | GetEnumerationToString (const Enumeration InValue) |
| |
◆ EALSAnimFeatureExample
| Enumerator |
|---|
| StrideBlending | |
| AdditiveBlending | |
| SprintImpulse | |
◆ EALSFootstepType
| Enumerator |
|---|
| Step | |
| WalkRun | |
| Jump | |
| Land | |
◆ EALSGait
Character gait state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| Walking | |
| Running | |
| Sprinting | |
| Sliding | |
◆ EALSGroundedEntryState
◆ EALSHipsDirection
| Enumerator |
|---|
| F | |
| B | |
| RF | |
| RB | |
| LF | |
| LB | |
◆ EALSMantleType
| Enumerator |
|---|
| HighMantle | |
| LowMantle | |
| FallingCatch | |
◆ EALSMovementAction
Character movement action state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| None | |
| LowMantle | |
| HighMantle | |
| Rolling | |
| GettingUp | |
◆ EALSMovementDirection
| Enumerator |
|---|
| Forward | |
| Right | |
| Left | |
| Backward | |
◆ EALSMovementState
Character movement state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| None | |
| Grounded | |
| InAir | |
| Mantling | |
| Ragdoll | |
◆ EALSOverlayState
Character overlay state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| Default | |
| Masculine | |
| Feminine | |
| Injured | |
| HandsTied | |
| Rifle | |
| PistolOneHanded | |
| PistolTwoHanded | |
| Shotgun | |
| Sniper | |
| Launcher | |
| Sword | |
| Knife | |
| Chainsaw | |
| SwordShield | |
| Melee | |
| Bow | |
| Torch | |
| Binoculars | |
| Box | |
| Barrel | |
◆ EALSRotationMode
Character rotation mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| VelocityDirection | |
| LookingDirection | |
| Aiming | |
◆ EALSSpawnType
| Enumerator |
|---|
| Location | |
| Attached | |
◆ EALSStance
Character stance. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| Standing | |
| Crouching | |
| Crawling | |
◆ EALSViewMode
Character view mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
| Enumerator |
|---|
| ThirdPerson | |
| FirstPerson | |
◆ GetEnumerationIndex()
template<typename Enumeration >
| static FORCEINLINE int32 GetEnumerationIndex |
( |
const Enumeration | InValue | ) |
|
|
static |
13{
14 return StaticEnum<Enumeration>()->GetIndexByValue(static_cast<int64>(InValue));
15}
◆ GetEnumerationToString()
template<typename Enumeration >
| static FORCEINLINE FString GetEnumerationToString |
( |
const Enumeration | InValue | ) |
|
|
static |
20{
21 return StaticEnum<Enumeration>()->GetNameStringByValue(static_cast<int64>(InValue));
22}