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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimationAsset.h"
class UAnimationAsset;
class USkeletalMeshComponent;
/// Class to work with animations within a SkeletalMeshComponent
class FShooterTestsAnimationTestHelper
{
public:
// Movement animations with the Pistol equipped for Manny
inline static const FString MannyPistolJogForwardAnimationName = TEXT("MM_Pistol_Jog_Fwd");
inline static const FString MannyPistolJogBackwardAnimationName = TEXT("MM_Pistol_Jog_Bwd");
inline static const FString MannyPistolStrafeLeftAnimationName = TEXT("MM_Pistol_Jog_Left");
inline static const FString MannyPistolStrafeRightAnimationName = TEXT("MM_Pistol_Jog_Right");
// Movement animations with the Pistol equipped for Quinn
inline static const FString QuinnPistolJogForwardAnimationName = TEXT("MF_Pistol_Jog_Fwd");
inline static const FString QuinnPistolJogBackwardAnimationName = TEXT("MF_Pistol_Jog_Bwd");
inline static const FString QuinnPistolStrafeLeftAnimationName = TEXT("MF_Pistol_Jog_Left");
inline static const FString QuinnPistolStrafeRightAnimationName = TEXT("MF_Pistol_Jog_Right");
// Crouching animations with the Pistol equipped
inline static const FString PistolCrouchIdleAnimationName = TEXT("MM_Pistol_Crouch_Idle");
inline static const FString PistolCrouchWalkForwardAnimationName = TEXT("MM_Pistol_Crouch_Walk_Fwd");
inline static const FString PistolCrouchWalkBackwardAnimationName = TEXT("MM_Pistol_Crouch_Walk_Bwd");
inline static const FString PistolCrouchStrafeLeftAnimationName = TEXT("MM_Pistol_Crouch_Walk_Left");
inline static const FString PistolCrouchStrafeRightAnimationName = TEXT("MM_Pistol_Crouch_Walk_Right");
inline static const FString PistolCrouchRotateLeftAnimationName = TEXT("MM_Pistol_Crouch_TurnLeft_90");
inline static const FString PistolCrouchRotateRightAnimationName = TEXT("MM_Pistol_Crouch_TurnRight_90");
// Jumping animations with the Pistol equipped
inline static const FString PistolJumpAnimationName = TEXT("MM_Pistol_Jump_Apex");
// Equipped weapon melee animations
inline static const FString PistolMeleeAnimationName = TEXT("AM_MM_Pistol_Melee");
inline static const FString RifleMeleeAnimationName = TEXT("AM_MM_Rifle_Melee");
inline static const FString ShotgunMeleeAnimationName = TEXT("AM_MM_Shotgun_Melee");
/**
* Find an animation asset within a SkeletalMesh by name.
*
* @param SkeletalMeshComponent - SkeletalMeshComponent to be searched against.
* @param AnimationName - Name of the UAnimationAsset to find.
*
* @return Animation asset reference if found, otherwise nullptr.
*/
UAnimationAsset* FindAnimationAsset(USkeletalMeshComponent* SkeletalMeshComponent, const FString& AnimationName);
/**
* Check if an animation asset is currently playing.
*
* @param SkeletalMeshComponent - SkeletalMeshComponent to be checked against.
* @param ExpectedAnimation - Expected animation asset.
*
* @return true if animation asset is playing, otherwise false.
*/
bool IsAnimationPlaying(USkeletalMeshComponent* SkeletalMeshComponent, const UAnimationAsset* ExpectedAnimation);
};