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

48 lines
1.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "EnemyAnimInstance.h"
#include "SimpleMovingEnemyAnimInstance.generated.h"
UCLASS(Blueprintable, NonTransient)
class USimpleMovingEnemyAnimInstance : public UEnemyAnimInstance {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float Speed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector Velocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float WalkCycleSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float StartMovingSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float StopMovingSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float WalkCycleMinRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float WalkCyclePlayRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float MeshScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsMoving;
public:
USimpleMovingEnemyAnimInstance();
UFUNCTION(BlueprintCallable)
void SetMeshScale(float NewScale);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsNotMoving() const;
};