Mirror_Animation_System/Source/MirrorAnimationSystem/Public/ExtCharacter.h

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2021-08-07 09:38:59 +00:00
// Copyright 2017-2021 Rexocrates. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "ExtCharacterMovementComponent.h"
#include "ExtCharacter.generated.h"
/*Character class that merely implements ExtCharacterMovementComponent and some blueprint functions to set the Mirror Root Motion Parameters*/
UCLASS()
class MIRRORANIMATIONSYSTEM_API AExtCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AExtCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION(BlueprintCallable, Category = "Mirror Animation")
virtual void SetMirrorRootMotion(bool Mirror);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mirror Animation")
virtual bool GetMirrorRootMotion();
UFUNCTION(BlueprintCallable, Category = "Mirror Animation")
virtual void SetRootMotionMirrorAndFlipAxis(TEnumAsByte<EAxis::Type> MirrorAxis, TEnumAsByte<EAxis::Type> FlipAxis);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mirror Animation")
virtual void GetRootMotionMirrorAndFlipAxis(TEnumAsByte<EAxis::Type> & MirrorAxis, TEnumAsByte<EAxis::Type> & FlipAxis);
};