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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 ) |
◆ 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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◆ 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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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 |
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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 |
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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)
◆ 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 ) |
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