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b/Content/_Game/Character/ShooterAnimBP.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2a700e4d8c5dc6de1fbf49bfefa96d6cf621d336c6d7be29460f36dab54e74a5 -size 1721082 +oid sha256:c41473ff51a36efb0d2388020865e0444c4246a38431711bc2467f51e051e232 +size 1921326 diff --git a/Content/_Game/Maps/DefaultMap.umap b/Content/_Game/Maps/DefaultMap.umap index 37cfd484..6e179996 100644 --- a/Content/_Game/Maps/DefaultMap.umap +++ b/Content/_Game/Maps/DefaultMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:06b48a5d19557a1edf2cc40bb87abc5e117cd3470ca887bfe43a06d674d0a0f9 -size 188133 +oid sha256:d62a74170a7d279d35f5dd241d6cdc6ad011fd011bd503fb2eec66f2ab9ee25f +size 205343 diff --git a/Source/Shooter/ShooterAnimInstance.cpp b/Source/Shooter/ShooterAnimInstance.cpp index 0bdc83d1..3d0334b8 100644 --- a/Source/Shooter/ShooterAnimInstance.cpp +++ b/Source/Shooter/ShooterAnimInstance.cpp @@ -58,6 +58,15 @@ void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime) MovementOffsetYaw = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation, AimRotation).Yaw; + // if (GEngine) + // { + // GEngine->AddOnScreenDebugMessage(0, -1, FColor::Red, FString::Printf(TEXT("MovementYaw: %f"), MovementYaw)); + // GEngine->AddOnScreenDebugMessage(1, -1, FColor::Red, FString::Printf(TEXT("MovementInputYaw: %f"), MovementInputRotation.Yaw)); + // GEngine->AddOnScreenDebugMessage(2, -1, FColor::Yellow, FString::Printf(TEXT("AimYaw: %f"), AimRotation.Yaw)); + // GEngine->AddOnScreenDebugMessage(3, -1, FColor::Cyan, FString::Printf(TEXT("MovementOffsetYaw: %f"), MovementOffsetYaw)); + // GEngine->AddOnScreenDebugMessage(4, -1, FColor::Cyan, FString::Printf(TEXT("HipRotationOffsetYaw: %f"), HipRotationOffsetYaw)); + // } + if (ShooterCharacter->GetVelocity().Size() > 0) { LastMovementOffsetYaw = MovementOffsetYaw; diff --git a/Source/Shooter/ShooterAnimInstance.h b/Source/Shooter/ShooterAnimInstance.h index 331684a8..51077c1b 100644 --- a/Source/Shooter/ShooterAnimInstance.h +++ b/Source/Shooter/ShooterAnimInstance.h @@ -10,6 +10,15 @@ class AShooterCharacter; +UENUM(BlueprintType) +enum class EHipRotationState : uint8 +{ + EHRS_None UMETA(DisplayName = "None"), + EHRS_Forward UMETA(DisplayName = "Forward"), + EHRS_Backward UMETA(DisplayName = "Backward"), + + EHRS_MAX UMETA(DisplayName = "DefaultMax") +}; UENUM(BlueprintType) enum class EOffsetState : uint8