super-duper-spoon/Source/Shooter/ShooterAnimInstance.h

53 lines
1.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "ShooterAnimInstance.generated.h"
class AShooterCharacter;
/**
*
*/
UCLASS()
class SHOOTER_API UShooterAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void UpdateAnimationProperties(float DeltaTime);
virtual void NativeInitializeAnimation() override;
private:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
AShooterCharacter* ShooterCharacter;
/* The speed of the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
float Speed;
/* Whether or not the character is in the air */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
bool bIsInAir;
/* Whether or not the character is moving */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
bool bIsAccelerating;
/* Offset YAW used for strafing */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true))
float MovementOffsetYaw;
/* Offset YAW the frame before we stopped moving */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true))
float LastMovementOffsetYaw;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
bool bAiming;
};