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Space Plunder
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#include <StoredData.h>
Public Member Functions | |
| void | SaveData (UPackage *Package, const FString &SlotName) |
Static Public Member Functions | |
| static UStoredData * | FindDataAsset (const FString &SlotName, const UWorld *const World) |
Public Attributes | |
| FVector2D | PitchAim = FVector2D::ZeroVector |
| FVector4 | YawAim = FVector4(0, 0, 0, 0) |
| FVector4 | RollAim = FVector4(0, 0, 0, 0) |
| FVector2D | PitchHip = FVector2D::ZeroVector |
| FVector4 | YawHip = FVector4(0, 0, 0, 0) |
| FVector4 | RollHip = FVector4(0, 0, 0, 0) |
| FVector2D | KickAim = FVector2D::ZeroVector |
| FVector2D | KickAimR = FVector2D::ZeroVector |
| FVector2D | KickAimUp = FVector2D::ZeroVector |
| FVector2D | KickHip = FVector2D::ZeroVector |
| FVector2D | KickHipR = FVector2D::ZeroVector |
| FVector2D | KickHipUp = FVector2D::ZeroVector |
| FRotator | SmoothRot = FRotator::ZeroRotator |
| FVector | SmoothLoc = FVector::ZeroVector |
| FRotator | MultiRot = FRotator(1.f, 1.f, 1.f) |
| FVector | MultiLoc = FVector(1.f, 1.f, 1.f) |
| bool | bSmoothRoll = false |
| FVector2D | Noise2DTarget = FVector2D::ZeroVector |
| FVector2D | Noise2DAccel = FVector2D::ZeroVector |
| FVector2D | Noise2DZero = FVector2D::ZeroVector |
| float | NoiseAimScalar = 1.f |
| float | Pushback = 0.f |
| float | PushbackZero = 0.f |
| float | PushbackAccel = 0.f |
| FProgression | PitchProgress |
| FProgression | ZProgress |
| float | ProgressAimAlpha = 0.f |
| float | PlaybackOffset = 0.f |
| float | PlayRate = 1.f |
Private Member Functions | |
| FString | GetPackagePath (const FString &SlotName) const |
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static |
Tries to load data asset
If DataAsset is null, there're 2 possible scenarios: 1) Data asset just doesn't exist, in this case a new data asset will be created in PRAS folder 2) Data asset exists, but it hasn't been assigned yet p.s will be exeucted in editor only
not a valid state
Quit game with error message
if loaded package is null, then new data asset will be created
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private |
Current data asset's location
| void UStoredData::SaveData | ( | UPackage * | Package, |
| const FString & | SlotName ) |
Saves recoil animation data by creating a data asset
This creates or finds (if exists) package using the given path
Getting the full path to the file
Finally saving just created package
| bool UStoredData::bSmoothRoll = false |
Enables smoothing for Roll target values
| FVector2D UStoredData::KickAim = FVector2D::ZeroVector |
Target values for Kickback when aiming X - min Y - max
| FVector2D UStoredData::KickAimR = FVector2D::ZeroVector |
Target values for Kickback Right when aiming X - min Y - max
| FVector2D UStoredData::KickAimUp = FVector2D::ZeroVector |
Target values for Kickback Up when aiming X - min Y - max
| FVector2D UStoredData::KickHip = FVector2D::ZeroVector |
Target values for Kickback when not aiming X - min Y - max
| FVector2D UStoredData::KickHipR = FVector2D::ZeroVector |
Target values for Kickback Right when not aiming X - min Y - max
| FVector2D UStoredData::KickHipUp = FVector2D::ZeroVector |
Target values for Kickback Up when not aiming X - min Y - max
| FVector UStoredData::MultiLoc = FVector(1.f, 1.f, 1.f) |
Multiplier for each translation axis while in Semi/Auto state
| FRotator UStoredData::MultiRot = FRotator(1.f, 1.f, 1.f) |
Multiplier for each rotation axis while in Semi/Auto state
| FVector2D UStoredData::Noise2DAccel = FVector2D::ZeroVector |
| FVector2D UStoredData::Noise2DTarget = FVector2D::ZeroVector |
| FVector2D UStoredData::Noise2DZero = FVector2D::ZeroVector |
| float UStoredData::NoiseAimScalar = 1.f |
| FVector2D UStoredData::PitchAim = FVector2D::ZeroVector |
Target values for Pitch when aiming X - min Y - max
| FVector2D UStoredData::PitchHip = FVector2D::ZeroVector |
Target values for Pitch when not aiming X - min Y - max
| FProgression UStoredData::PitchProgress |
| float UStoredData::PlaybackOffset = 0.f |
Playback position used for getting start value during Semi-Auto transition
| float UStoredData::PlayRate = 1.f |
| float UStoredData::ProgressAimAlpha = 0.f |
| float UStoredData::Pushback = 0.f |
| float UStoredData::PushbackAccel = 0.f |
| float UStoredData::PushbackZero = 0.f |
| FVector4 UStoredData::RollAim = FVector4(0, 0, 0, 0) |
Target values for Roll when aiming X - min min Y - min max Z - max min W - max max
| FVector4 UStoredData::RollHip = FVector4(0, 0, 0, 0) |
Target values for Roll when not aiming X - min min Y - min max Z - max min W - max max
| FVector UStoredData::SmoothLoc = FVector::ZeroVector |
Smooth amount in Auto mode. 0 means no smoothing
| FRotator UStoredData::SmoothRot = FRotator::ZeroRotator |
Smooth amount in Auto mode. 0 means no smoothing
| FVector4 UStoredData::YawAim = FVector4(0, 0, 0, 0) |
Target values for Yaw when aiming X - min min Y - min max Z - max min W - max max
| FVector4 UStoredData::YawHip = FVector4(0, 0, 0, 0) |
Target values for Yaw when not aiming X - min min Y - min max Z - max min W - max max
| FProgression UStoredData::ZProgress |