#pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "BoscoAnimNotifyDelegateDelegate.h" #include "EDroneAIState.h" #include "BoscoAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UBoscoAnimInstance : public UAnimInstance { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoscoAnimNotifyDelegate OnWeaponsReady; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoscoAnimNotifyDelegate OnWeaponsNotReady; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float DigAnimPlayRate; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EDroneAIState CurrentState; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsReadyToMine; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsMining; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsFiring; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsReviving; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsCarryingGem; public: UBoscoAnimInstance(); };