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| void  | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) | 
|   | 
| bool  | OnPrepareAnimInput (IEntity owner, float ts) | 
|   | Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)  
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| bool  | OnProcessAnimOutput (IEntity owner, float ts) | 
|   | Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)  
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| void  | OnCharacterFloatVariablet (int variableID, float value) | 
|   | Called when variable was changed in synced character's animation logic.  
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| void  | OnCharacterIntVariable (int variableID, int value) | 
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| void  | OnCharacterBoolVariable (int variableID, bool value) | 
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| void  | OnCharacterCommand (int commandID, int intValue, float floatValue) | 
|   | Called when animation command was called in synced character's animation logic.  
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◆ GetOwner()
      
        
          | proto external IEntity BaseItemAnimationComponent.GetOwner  | 
          ( | 
           | ) | 
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◆ IsAnimationEvent()
      
        
          | proto external bool BaseItemAnimationComponent.IsAnimationEvent  | 
          ( | 
          AnimationEventID |           animEventID,  | 
        
        
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          out int |           userInt ) | 
        
      
 
 
◆ IsAnimationTag()
      
        
          | proto external bool BaseItemAnimationComponent.IsAnimationTag  | 
          ( | 
          AnimationTagID |           animTagID | ) | 
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◆ OnAnimationEvent()
  
  
      
        
          | void BaseItemAnimationComponent.OnAnimationEvent  | 
          ( | 
          AnimationEventID |           animEventType,  | 
         
        
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          AnimationEventID |           animUserString,  | 
         
        
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          int |           intParam,  | 
         
        
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          float |           timeFromStart,  | 
         
        
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          float |           timeToEnd ) | 
         
       
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◆ OnCharacterBoolVariable()
  
  
      
        
          | void BaseItemAnimationComponent.OnCharacterBoolVariable  | 
          ( | 
          int |           variableID,  | 
         
        
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          bool |           value ) | 
         
       
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◆ OnCharacterCommand()
  
  
      
        
          | void BaseItemAnimationComponent.OnCharacterCommand  | 
          ( | 
          int |           commandID,  | 
         
        
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          int |           intValue,  | 
         
        
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          float |           floatValue ) | 
         
       
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Called when animation command was called in synced character's animation logic. 
 
 
◆ OnCharacterFloatVariablet()
  
  
      
        
          | void BaseItemAnimationComponent.OnCharacterFloatVariablet  | 
          ( | 
          int |           variableID,  | 
         
        
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          float |           value ) | 
         
       
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protected   | 
  
 
Called when variable was changed in synced character's animation logic. 
 
 
◆ OnCharacterIntVariable()
  
  
      
        
          | void BaseItemAnimationComponent.OnCharacterIntVariable  | 
          ( | 
          int |           variableID,  | 
         
        
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          int |           value ) | 
         
       
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◆ OnPrepareAnimInput()
  
  
      
        
          | bool BaseItemAnimationComponent.OnPrepareAnimInput  | 
          ( | 
          IEntity |           owner,  | 
         
        
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          float |           ts ) | 
         
       
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Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default) 
 
 
◆ OnProcessAnimOutput()
  
  
      
        
          | bool BaseItemAnimationComponent.OnProcessAnimOutput  | 
          ( | 
          IEntity |           owner,  | 
         
        
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          float |           ts ) | 
         
       
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protected   | 
  
 
Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default) 
 
 
◆ RemoveSyncReference()
      
        
          | proto external bool BaseItemAnimationComponent.RemoveSyncReference  | 
          ( | 
          ChimeraCharacter |           pCharacter | ) | 
           | 
        
      
 
Removes previously synced character reference. 
 
 
◆ SyncWithCharacter()
      
        
          | proto external bool BaseItemAnimationComponent.SyncWithCharacter  | 
          ( | 
          ChimeraCharacter |           pCharacter,  | 
        
        
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          bool |           isMainCharacter,  | 
        
        
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          string |           overrideStartNode ) | 
        
      
 
Syncs item with character and subscribing to it's variable changes and command calls returns true on success. 
 
 
The documentation for this interface was generated from the following file:
- Game/generated/Components/BaseItemAnimationComponent.c