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| proto external void | UpdateFrameStep (IEntity owner, float ts) |
| | Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required)
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| proto external void | SetGraphResource (IEntity owner, ResourceName graphResource, ResourceName animInstanceResource, string startNode) |
| | Changes used anim graph.
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| proto external void | UpdateAnimInstance (IEntity owner, ResourceName instanceResource) |
| | Changes used anim instance.
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| proto external void | SetHandsIKPose (IEntity owner, ResourceName ikPoseResource) |
| | Changes used ik pose resource.
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| proto external void | SetIkState (bool leftHand, bool rightHand) |
| | Changes IK state for weapon IKVariable (usually state set once upon creation)
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◆ SetGraphResource()
| proto external void PreviewAnimationComponent.SetGraphResource |
( |
IEntity | owner, |
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ResourceName | graphResource, |
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ResourceName | animInstanceResource, |
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string | startNode ) |
◆ SetHandsIKPose()
| proto external void PreviewAnimationComponent.SetHandsIKPose |
( |
IEntity | owner, |
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ResourceName | ikPoseResource ) |
Changes used ik pose resource.
◆ SetIkState()
| proto external void PreviewAnimationComponent.SetIkState |
( |
bool | leftHand, |
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bool | rightHand ) |
Changes IK state for weapon IKVariable (usually state set once upon creation)
◆ UpdateAnimInstance()
| proto external void PreviewAnimationComponent.UpdateAnimInstance |
( |
IEntity | owner, |
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ResourceName | instanceResource ) |
Changes used anim instance.
◆ UpdateFrameStep()
| proto external void PreviewAnimationComponent.UpdateFrameStep |
( |
IEntity | owner, |
|
|
float | ts ) |
Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required)
The documentation for this interface was generated from the following file:
- Game/generated/Components/PreviewAnimationComponent.c