entity_spell_system/Queued/ASDef_BSEntities/OldNetworkedPlayerAnimationController.h
2019-04-20 14:02:55 +02:00

83 lines
1.6 KiB
C++

#pragma once
#include <System/System.h>
#include "MonoBehaviour.h"
#include "Animator.h"
#include "Transform.h"
#include "SpellCastData.h"
#include "CharacterWeaponDataTypes.h"
#include "GameObject.h"
#include "Vector2.h"
#include "BrokenSeals.h"
#include "Rigidbody2D.h"
#include "RigidbodyConstraints2D.h"
#include "Time.h"
#include "SoundMgr.h"
using namespace UnityEngine;
using namespace System;
namespace BS {
namespace Player {
class OldNetworkedPlayerAnimationController : public virtual MonoBehaviour, public virtual Object
{
private:
Array<Animator>* animators;
private:
Transform* t;
private:
SpellCastData* spellCastData;
private:
CharacterWeaponDataTypes weapon;
private:
int weaponTypeAsInt;
private:
bool moving;
private:
bool wasMoving;
private:
bool casting;
private:
bool movestopQueued;
private:
float timeSinceQueue;
private:
bool castingDirty;
private:
Transform* cam;
private:
bool animatorGameObjectFound;
private:
GameObject* animatorgameObject;
private:
int framesSinceLastCheck;
private:
bool animatorsEnabled;
private:
Vector2* lastpostmp;
private:
Vector2* v2mtmp;
private:
Vector2* tmp;
private:
Vector2* tmp2;
private:
void Awake();
private:
void Start();
private:
void Update();
private:
void OnCastStarted(int spellId);
private:
void OnCastEnded(int spellId);
private:
void OnCastFailed(int spellId);
private:
void OnCastFinished(int spellId);
public:
void TriggerAttack();
public:
OldNetworkedPlayerAnimationController();
};
}
}