blaster/Source/Blaster/Character/BlasterAnimInstance.h

92 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Blaster/Types/TurningInPlace.h"
#include "BlasterAnimInstance.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API UBlasterAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaTime) 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()
class AWeapon* EquippedWeapon;
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;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float AO_Yaw;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
float AO_Pitch;
FRotator CharacterRotationLastFrame;
FRotator CharacterRotation;
FRotator DeltaRotation;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
FTransform LeftHandTransform;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
ETurningInPlace TurningInPlace;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
FRotator RightHandRotation;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bLocallyControlled;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bRotateRootBone;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bEliminated;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bUseFABRIK;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bUseAimOffsets;
UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
bool bTransformRightHand;
};