227 lines
8.4 KiB
C++
Executable file
227 lines
8.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Animation/AnimInstance.h"
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#include "ECharacterMoveDirection.h"
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#include "ECharacterState.h"
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#include "FootStepNotifyTarget.h"
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#include "GliderAnimSync.h"
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#include "PlayerAnimInstance.generated.h"
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class APlayerCharacter;
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class UAnimMontage;
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class UItemCharacterAnimationSet;
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class UParticleSystem;
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class USoundCue;
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class UUseAnimationSetting;
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UCLASS(Blueprintable, NonTransient)
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class UPlayerAnimInstance : public UAnimInstance, public IFootStepNotifyTarget {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsFirstPerson;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WalkTreshhold;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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APlayerCharacter* Character;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* DefaultFootstepParticle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* DefaultFootStepSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UItemCharacterAnimationSet* AnimationSetA;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UItemCharacterAnimationSet* AnimationSetB;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool AnimationSetAIsPrimary;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECharacterState CharacterState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float Speed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WalkAnimationSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RunAnimationSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float WalkRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float RunRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float Direction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRotator AimRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsInitialized;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float Pitch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsStandingDown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsInAir;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsMoving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsWalking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsSprinting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsAiming;
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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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bool IsLyingDown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool OnZipline;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsGrinding;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsParalyzed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsGrabbed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsAttached;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool BeingRevived;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsLookingAtMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsControllingEnemy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsUsingJetBoots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsUsingTraversalTool;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TraversalToolTargetHorizontalOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TraversalToolTargetVerticalOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TraversalToolSpeedRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector ControllingEnemyRootOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector ControllingEnemyDirectionAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GliderAnimationLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGliderAnimSync GliderAnimSync;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsAllowedToPlayMovementAnim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float CropBeard;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UAnimMontage* ActiveUseMontage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UUseAnimationSetting* CurrentUseSetting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UAnimMontage* EndUseMontageToPlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AimDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ReviveProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ReviveExplicitTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float IdleTimeForInspect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RepeatDealayForInspect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECharacterMoveDirection CharacterMoveDirection;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float MoveAdjustmentAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemCharacterAnimationSet* CarryAnimationSet;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemCharacterAnimationSet* DefaultAnimationSet;
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public:
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UPlayerAnimInstance();
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UFUNCTION(BlueprintCallable)
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bool StopUseMontage(bool stopImmediately);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void StopInspectWeapon();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void StartInspectWeapon();
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public:
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UFUNCTION(BlueprintCallable)
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void SetAiming();
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UFUNCTION(BlueprintCallable)
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void PlayUseMontages(UUseAnimationSetting* useSetting);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsPlayingMontageInGroup(FName GroupName) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UItemCharacterAnimationSet* GetAnimationSet() const;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float CalculateDirectionVertical(const FVector& TargetDirection, const FRotator& BaseRotation) const;
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// Fix for true pure virtual functions not being implemented
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};
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