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