#pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "AmmoDrivenWeaponAnimInstance.generated.h" class AAmmoDrivenWeapon; UCLASS(Blueprintable, NonTransient) class UAmmoDrivenWeaponAnimInstance : public UAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AAmmoDrivenWeapon* Weapon; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsFiring; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ClipFullPercentage; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool overHeated; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Temperature; public: UAmmoDrivenWeaponAnimInstance(); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFull() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool isEmpty() const; };