haxis/Source/UnrealProject/Creatures/MainCharacterAnimation.h

44 lines
1.2 KiB
C++

// Project Lab - NHTV Igad
#pragma once
#include "Animation/AnimInstance.h"
#include "PlayerSetupState.h"
#include "MainCharacterAnimation.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API UMainCharacterAnimation : public UAnimInstance
{
GENERATED_BODY()
public:
UMainCharacterAnimation(const FObjectInitializer& init);
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual FAnimInstanceProxy* CreateAnimInstanceProxy();
virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy);
UFUNCTION(BlueprintNativeEvent, Category = "Animation")
void OnSwingAnimation();
UFUNCTION(BlueprintCallable, Category = "Animation")
void SetCharacterCustomization(const FCharacterCustomization& characterCustomization);
UPROPERTY(BlueprintReadOnly, Category = "Animation")
class ANetworkCharacter* character;
UPROPERTY(BlueprintReadWrite, Category = "Animation")
bool attacking;
FCharacterCustomization charCustomization;
private:
// Keeps track of how many times an animation was triggered
int32 m_swingAnimationSequence;
struct FMainAnimProxy* m_mainAnimProxy;
};