text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "Animation/AnimInstance.h"
  #include "MainAnimInstance.generated.h"
  
  /**
   * 
   */
  UCLASS()
  class TESTPROJECT_API UMainAnimInstance : public UAnimInstance
  {
  	GENERATED_BODY()
  
  public:
  
  	UFUNCTION(BlueprintCallable, Category = AnimationProperties)
  	void UpdateAnimationProperties();
  
  	void NativeInitializeAnimation() override;
  
  	FORCEINLINE float GetMovementSpeed() const { return MovementSpeed; }
  
  	FORCEINLINE float GetSpeedForward() const { return SpeedForward; }
  
  	FORCEINLINE float GetSpeedRight() const { return SpeedRight; }
  
  	FORCEINLINE bool IsInAir() const { return bIsInAir; }
  
  
  protected:
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	float MovementSpeed;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	float SpeedForward;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	float SpeedRight;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	bool bIsInAir;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	class APawn* Pawn;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	class AMain* Main;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Movement)
  	float Direction;
  };
  