56 lines
1.9 KiB
C++
Executable file
56 lines
1.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimInstance.h"
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#include "AnimNotifyDelegateDelegate.h"
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#include "IsAttackingChangedDelegateDelegate.h"
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#include "NameDelegateDelegate.h"
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#include "EnemyAnimInstance.generated.h"
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class UHealthComponentBase;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable, NonTransient)
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class UEnemyAnimInstance : public UAnimInstance {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimNotifyDelegate OnRangedAttackNotify;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FNameDelegate OnMeleeAttackNotify;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimNotifyDelegate OnStopLeadingNotify;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIsAttackingChangedDelegate OnIsAttackingChanged;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsAttacking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsAlive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float RandomStartPosition;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UHealthComponentBase* HealthComponent;
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public:
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UEnemyAnimInstance();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsSlotPlayingAnyAnimation(FName SlotNodeName) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsNotAttacking() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsDead() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USkeletalMeshComponent* GetSkeletalMesh() const;
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};
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