#include "SlasherAnimInstance.h"

void USlasherAnimInstance::SetIsCrouched(const bool value)
{

}

void USlasherAnimInstance::CallOnFootTrapped()
{

}

USlasherAnimInstance::USlasherAnimInstance()
{
	this->_introState = EIntroState::WaitingToStart;
	this->_isCrouched = false;
	this->_isRevvingChainsaw = false;
	this->_isAttackSuccessMontagePlaying = false;
	this->_isCamOn = false;
	this->_isAttacking = false;
	this->_isAnyMontagePlaying = false;
	this->_isFrenzy = false;
	this->_isFrenzyCD = false;
	this->_isInParadise = false;
	this->_isRingingBell = false;
	this->_isCarrying = false;
	this->_isPassivePhaseWalking = false;
	this->_isActivePhaseWalking = false;
	this->_isInAir = false;
	this->_isVaultingToFall = false;
	this->_isSpectator = false;
	this->_firstPersonView = false;
	this->_isIdle = false;
	this->_validSlasher = false;
	this->_animDirection = 0.000000;
	this->_animSpeed = 0.000000;
	this->_animPitch = 0.000000;
	this->_animTurning = 0.000000;
	this->_animYaw = 0.000000;
	this->_pelvisHeight = 0.000000;
	this->_idleTime = 0.000000;
	this->_directionSwitch = 0;
	this->_interactionType = EInteractionAnimation::VE_None;
	this->_demogorgonTeleportDuration = 0.000000;
	this->_isDemogorgonCharging = false;
	this->_demogorgonChargingPercent = 0.000000;
	this->_isOniCharging = false;
	this->_oniAttackType = EOniAttackType::VE_NotDemonMode;
	this->_oniChargeDuration = 0.000000;
	this->_previousAttackSubstate = EAttackSubstate::VE_None;
	this->_attackSubstate = EAttackSubstate::VE_None;
	this->_animEffectHandlerClassForSFX = NULL;
	this->_animEffectHandlerClassForVFX = NULL;
}
