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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#include "BlasterAnimInstance.h"
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#include "BlasterCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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void UBlasterAnimInstance::NativeInitializeAnimation()
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{
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Super::NativeInitializeAnimation();
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BlasterCharacter = Cast<ABlasterCharacter>(TryGetPawnOwner());
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}
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void UBlasterAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
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{
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Super::NativeUpdateAnimation(DeltaSeconds);
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if (BlasterCharacter == nullptr)
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{
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BlasterCharacter = Cast<ABlasterCharacter>(TryGetPawnOwner());
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}
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if (BlasterCharacter == nullptr) return;
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FVector Velocity = BlasterCharacter->GetVelocity();
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Velocity.Z = 0.f;
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Speed = Velocity.Size();
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bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling();
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bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f;
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2022-04-30 14:48:34 +00:00
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bWeaponEquipped = BlasterCharacter->IsWeaponEquipped();
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2022-04-30 15:10:07 +00:00
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bIsCrouched = BlasterCharacter->bIsCrouched;
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2022-04-30 15:38:03 +00:00
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bAiming = BlasterCharacter->IsAiming();
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2022-04-28 13:30:18 +00:00
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}
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