text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "Animation/AnimInstance.h"
  #include "PlayerPawn.h"
  #include "AICharacter.h"
  #include "PawnAnimInstance.generated.h"
  
  /**
   * 
   */
  UCLASS()
  class FIRSTPERSONSERVER_API UPawnAnimInstance : public UAnimInstance
  {
  	GENERATED_BODY()
  
  public:
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		bool bIsGrounded = true;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		bool bIsJumping = false;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		bool bIsReloading = false;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		bool bIsCrouching = false;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		float Speed = 0.0f;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		float Direction = 0.0f;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		float SpineOffset = 0.0f;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  		float Health = 100.0f;
  
  	virtual void NativeInitializeAnimation() override;
  	virtual void NativeUpdateAnimation(float DeltaTime) override;
  
  private:
  	APlayerPawn* Owner = nullptr;
  	AAICharacter* AIOwner = nullptr;
  	
  };
  