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

48 lines
1.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "ESharkEnemyState.h"
#include "SpiderAnimInstance.h"
#include "SharkAnimInstance.generated.h"
UCLASS(Abstract, Blueprintable, NonTransient)
class USharkAnimInstance : public USpiderAnimInstance {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ESharkEnemyState SharkState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsCloseToGround;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool AttackConnected;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsAttackingAndAttackNotConnected;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsNotAttackingOrAttackConnected;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsFalling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsVulnerable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float BendValue;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsTurning;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TurnSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float IdleSpeed;
public:
USharkAnimInstance();
};