metaforce/Runtime/Character/CAnimTreeSequence.hpp

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#pragma once
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#include "CAnimTreeSingleChild.hpp"
#include "CAnimSysContext.hpp"
#include "CSequenceHelper.hpp"
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namespace urde
{
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class IMetaAnim;
class CTransitionDatabaseGame;
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class CAnimTreeSequence : public CAnimTreeSingleChild
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{
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CAnimSysContext x18_animCtx;
std::vector<std::shared_ptr<IMetaAnim>> x28_sequence;
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u32 x38_curIdx = 0;
CSequenceFundamentals x3c_fundamentals;
CCharAnimTime x94_curTime;
public:
CAnimTreeSequence(const std::vector<std::shared_ptr<IMetaAnim>>& seq,
const CAnimSysContext& animSys,
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std::string_view name);
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CAnimTreeSequence(const std::shared_ptr<CAnimTreeNode>& curNode,
const std::vector<std::shared_ptr<IMetaAnim>>& metaAnims,
const CAnimSysContext& animSys,
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std::string_view name,
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const CSequenceFundamentals& fundamentals,
const CCharAnimTime& time);
CAnimTreeEffectiveContribution VGetContributionOfHighestInfluence() const;
std::shared_ptr<IAnimReader> VGetBestUnblendedChild() const;
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bool VSupportsReverseView() const { return false; }
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SAdvancementResults VAdvanceView(const CCharAnimTime& dt);
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CCharAnimTime VGetTimeRemaining() const;
CSteadyStateAnimInfo VGetSteadyStateAnimInfo() const;
u32 VGetBoolPOIList(const CCharAnimTime& time, CBoolPOINode* listOut, u32 capacity, u32 iterator, u32) const;
u32 VGetInt32POIList(const CCharAnimTime& time, CInt32POINode* listOut, u32 capacity, u32 iterator, u32) const;
u32 VGetParticlePOIList(const CCharAnimTime& time, CParticlePOINode* listOut, u32 capacity, u32 iterator, u32) const;
u32 VGetSoundPOIList(const CCharAnimTime& time, CSoundPOINode* listOut, u32 capacity, u32 iterator, u32) const;
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std::unique_ptr<IAnimReader> VClone() const;
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};
}