43 lines
1.4 KiB
C++
Executable file
43 lines
1.4 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 "BoscoAnimNotifyDelegateDelegate.h"
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#include "EDroneAIState.h"
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#include "BoscoAnimInstance.generated.h"
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UCLASS(Blueprintable, NonTransient)
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class UBoscoAnimInstance : public UAnimInstance {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoscoAnimNotifyDelegate OnWeaponsReady;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoscoAnimNotifyDelegate OnWeaponsNotReady;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float DigAnimPlayRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EDroneAIState CurrentState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsReadyToMine;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsMining;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsFiring;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsReviving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsCarryingGem;
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public:
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UBoscoAnimInstance();
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};
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