2022-04-28 13:30:18 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimInstance.h"
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2022-05-04 09:28:00 +00:00
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#include "Blaster/Types/TurningInPlace.h"
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2022-04-28 13:30:18 +00:00
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#include "BlasterAnimInstance.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API UBlasterAnimInstance : public UAnimInstance
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{
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GENERATED_BODY()
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public:
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virtual void NativeInitializeAnimation() override;
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2022-05-12 13:37:49 +00:00
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virtual void NativeUpdateAnimation(float DeltaTime) override;
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2022-04-28 13:30:18 +00:00
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private:
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UPROPERTY(BlueprintReadOnly, Category="Character", meta=(AllowPrivateAccess = "true"))
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class ABlasterCharacter* BlasterCharacter;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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float Speed;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bIsInAir;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bIsAccelerating;
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2022-04-30 14:48:34 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bWeaponEquipped;
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2022-05-09 15:16:41 +00:00
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UPROPERTY()
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2022-05-03 22:43:10 +00:00
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class AWeapon* EquippedWeapon;
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2022-04-30 15:10:07 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bIsCrouched;
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2022-04-30 15:38:03 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bAiming;
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2022-05-02 13:40:33 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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float YawOffset;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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float Lean;
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2022-05-03 21:14:04 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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float AO_Yaw;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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float AO_Pitch;
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2022-05-02 13:40:33 +00:00
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FRotator CharacterRotationLastFrame;
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FRotator CharacterRotation;
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FRotator DeltaRotation;
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2022-05-03 22:43:10 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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FTransform LeftHandTransform;
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2022-05-04 09:28:00 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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ETurningInPlace TurningInPlace;
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2022-05-05 18:14:17 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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FRotator RightHandRotation;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bLocallyControlled;
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2022-05-06 10:43:18 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bRotateRootBone;
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2022-05-07 17:10:32 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bEliminated;
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2022-05-09 21:16:55 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bUseFABRIK;
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2022-05-09 22:35:33 +00:00
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bUseAimOffsets;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bTransformRightHand;
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2022-04-28 13:30:18 +00:00
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};
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