#pragma once #include "CoreMinimal.h" #include "ENisseState.h" #include "SimpleMovingEnemyAnimInstance.h" #include "NisseAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UNisseAnimInstance : public USimpleMovingEnemyAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) ENisseState State; public: UNisseAnimInstance(); protected: UFUNCTION(BlueprintCallable, BlueprintPure) bool IsWalking() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsRunning() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotWalking() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotRunning() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotIdle() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotFrozen() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsIdle() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFrozen() const; };