#pragma once #include "CoreMinimal.h" #include "EFlyingBugDeathAnimationCategory.h" #include "SimpleMovingEnemyAnimInstance.h" #include "FlyingBugAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UFlyingBugAnimInstance : public USimpleMovingEnemyAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsInAttackMode; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsStaggered; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EFlyingBugDeathAnimationCategory DeathAnimationCategory; public: UFlyingBugAnimInstance(); UFUNCTION(BlueprintCallable) void SetDeathAnimation(EFlyingBugDeathAnimationCategory deathAnim); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotStaggered() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotInAttackMode() const; };