// 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); };