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| void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
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| bool | OnPrepareAnimInput (IEntity owner, float ts) |
| | Called every frame right before the animation controller is updated.
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| bool | OnProcessAnimOutput (IEntity owner, float ts) |
| | Called every frame right after the animation controller is updated.
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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 |
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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 |
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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 |
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int | variableID, |
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bool | value ) |
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◆ OnCharacterCommand()
| void BaseItemAnimationComponent.OnCharacterCommand |
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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 |
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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 |
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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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protected |
Called every frame right before the animation controller is updated.
Return true to stop the 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 after the animation controller is updated.
Return true to stop the default animation behavior of an item, return false otherwise (default).
◆ RemoveSyncReference()
| proto external bool BaseItemAnimationComponent.RemoveSyncReference |
( |
ChimeraCharacter | pCharacter | ) |
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Removes previously synced character reference.
◆ SyncWithCharacter()
| proto external bool BaseItemAnimationComponent.SyncWithCharacter |
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ChimeraCharacter | pCharacter, |
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bool | isMainCharacter, |
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string | overrideStartNode ) |
Syncs the item with the character and subscribes to its animation variable changes and animation command calls.
Returns true on success.
The documentation for this interface was generated from the following file:
- Game/generated/Components/BaseItemAnimationComponent.c