38 - Animation Blueprint
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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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}
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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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#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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virtual void NativeUpdateAnimation(float DeltaSeconds) override;
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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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};
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#include "BlasterCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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@ -19,6 +20,9 @@ ABlasterCharacter::ABlasterCharacter()
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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bUseControllerRotationYaw = false;
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GetCharacterMovement()->bOrientRotationToMovement = true;
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}
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void ABlasterCharacter::BeginPlay()
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