blaster/Source/Blaster/Character/BlasterAnimInstance.h

45 lines
1.2 KiB
C++

// 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;
};