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

150 lines
3.0 KiB
C++

#pragma once
#include <System/System.h>
#include "MonoBehaviour.h"
#include "Animator.h"
#include "WorldEntity.h"
#include "SpellCastData.h"
#include "PlayerData.h"
#include "TargetComponent.h"
#include "StateComponent.h"
#include "Stats.h"
#include "ValueStat.h"
#include "PlayerController.h"
#include "ItemData.h"
#include "Vector3.h"
#include "Vector2.h"
#include "Transform.h"
#include "Quaternion.h"
#include "BSState.h"
#include "BrokenSeals.h"
#include "ModelMaker.h"
#include "Time.h"
#include "SoundMgr.h"
#include "GameObject.h"
#include "StateData.h"
using namespace UnityEngine;
using namespace BS::Data::Items;
using namespace BS::Player::Models;
using namespace System;
namespace BS {
namespace Player {
//Forward Declaration
class WorldEntity;
class VoxelLocalPlayerAnimationController : public virtual MonoBehaviour, public virtual Object{
//Attribute: SerializeField*
private:
float maxAnimationSpeed;
//Attribute: SerializeField*
private:
float runSpeedMultiplier;
private:
Animator* animator;
private:
WorldEntity* we;
private:
SpellCastData* spellCastData;
private:
PlayerData* pd;
private:
TargetComponent* targetComp;
private:
StateComponent* stateComponent;
private:
Stats* statComponent;
private:
ValueStat* speed;
private:
PlayerController* playerController;
private:
ItemData* itemData;
private:
bool casting;
private:
bool castingDirty;
private:
Vector3* lastpostmp;
private:
Vector2* v2mtmp;
private:
Vector3* localPosition;
private:
bool overridefacing;
private:
float overrideRemainingTime;
//Attribute: SerializeField*
private:
float overridefor;
private:
bool moving;
private:
bool turning;
private:
bool stun;
private:
float turnOffTimer;
private:
bool hasTurnOffTimer;
private:
Transform* t;
private:
Vector3* ftv3;
private:
Quaternion* fq;
private:
Vector3* up;
private:
Vector3* overrideTmp;
private:
bool menuOpen;
private:
Vector3* lastpos;
public:
float getMaxAnimationSpeed();
public:
void setMaxAnimationSpeed(float value);
public:
float getRunSpeedMultiplier();
public:
void setRunSpeedMultiplier(float value);
private:
void Awake();
private:
void Start();
private:
void Update();
public:
void Turned(bool turned, float direction);
private:
void OnCastStarted(int spellId);
private:
void OnCastEnded(int spellId);
private:
void OnCastFailed(int spellId);
private:
void OnCastFinished(int spellId);
private:
void OnDied();
private:
void OnIngameMenuChanged(bool open);
public:
void TriggerAttack();
private:
void OnUMAChanged(GameObject* umaGO);
private:
void OnWeaponChanged(ItemData* id);
private:
void COnStateChanged();
private:
void StartFacingOverride();
private:
void OnAnimStopped();
private:
void OnAnimStopFinished();
public:
VoxelLocalPlayerAnimationController();
};
}
}