blaster/Source/Blaster/Character/BlasterAnimInstance.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "BlasterAnimInstance.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API UBlasterAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
private:
UPROPERTY(BlueprintReadOnly, Category="Character", meta=(AllowPrivateAccess = "true"))
class ABlasterCharacter* BlasterCharacter;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float Speed;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bIsInAir;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bIsAccelerating;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bWeaponEquipped;
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class AWeapon* EquippedWeapon;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bIsCrouched;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bAiming;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float YawOffset;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float Lean;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float AO_Yaw;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float AO_Pitch;
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FRotator CharacterRotationLastFrame;
FRotator CharacterRotation;
FRotator DeltaRotation;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
FTransform LeftHandTransform;
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};