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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 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 |
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AnimationEventID |
animEventID, |
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out int |
userInt |
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) |
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◆ IsAnimationTag()
proto external bool BaseItemAnimationComponent.IsAnimationTag |
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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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) |
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protected |
◆ OnCharacterBoolVariable()
void BaseItemAnimationComponent.OnCharacterBoolVariable |
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int |
variableID, |
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bool |
value |
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) |
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protected |
◆ 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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) |
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protected |
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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) |
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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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) |
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protected |
◆ OnPrepareAnimInput()
bool BaseItemAnimationComponent.OnPrepareAnimInput |
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IEntity |
owner, |
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float |
ts |
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) |
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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)
◆ OnProcessAnimOutput()
bool BaseItemAnimationComponent.OnProcessAnimOutput |
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IEntity |
owner, |
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float |
ts |
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) |
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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 |
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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 |
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) |
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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