// 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; UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true")) bool bWeaponEquipped; UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true")) bool bIsCrouched; UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true")) bool bAiming; UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true")) float YawOffset; UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true")) float Lean; FRotator CharacterRotationLastFrame; FRotator CharacterRotation; FRotator DeltaRotation; };