DRG-Femboy-Voice/Source/FSD/Public/AnimatedItem.h
2025-04-15 12:39:31 -07:00

64 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Item.h"
#include "AnimatedItem.generated.h"
class UAnimMontage;
class UItemCharacterAnimationSet;
class UPlayerAnimInstance;
class USkeletalMeshComponent;
class USkinnableComponent;
UCLASS(Abstract, Blueprintable)
class AAnimatedItem : public AItem {
GENERATED_BODY()
public:
protected:
UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkinnableComponent* Skinnable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UPlayerAnimInstance* FPAnimInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UPlayerAnimInstance* TPAnimInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* FPMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* TPMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_EquipAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_IdleAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_EquipAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_IdleAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EquipDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemCharacterAnimationSet* CharacterAnimationSet;
public:
AAnimatedItem();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnReceiveEquippedFinished();
UFUNCTION(BlueprintCallable, BlueprintPure)
FTransform GetMuzzle() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
USkeletalMeshComponent* GetItemMesh() const;
};