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

43 lines
1.4 KiB
C++
Executable file

#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();
};