// Fill out your copyright notice in the Description page of Project Settings. #include "FootstepSoundsDataAsset.h" USoundBase* FFootstepSurfaceSounds::GetStepSound(EFootstepGait Gait) const { switch (Gait) { case EFootstepGait::Walk: return WalkStep; case EFootstepGait::Jog: return JogStep; case EFootstepGait::Run: return RunStep; default: return nullptr; } } USoundBase* FFootstepSurfaceSounds::GetStopSound(EFootstepGait Gait) const { switch (Gait) { case EFootstepGait::Walk: return WalkStop; case EFootstepGait::Jog: return JogStop; case EFootstepGait::Run: return RunStop; default: return nullptr; } } const FFootstepSurfaceSounds& UFootstepSoundsDataAsset::GetSurfaceSounds(EPhysicalSurface Surface) const { // Find et pas FindRef : on rend une reference sur l'entree de la table, sans // copier les huit pointeurs a chaque pas. if (const FFootstepSurfaceSounds* Found = Surfaces.Find(Surface)) { return *Found; } return DefaultSurface; }