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| void | SCR_CharacterCommandLoiter (BaseAnimPhysComponent pAnimPhysComponent, ChimeraCharacter pCharacter, CharacterInputContext pBaseInputCtx, SCR_ScriptedCharacterInputContext pScrInputCtx, SCR_ScriptedCommandsStaticTable pStaticTable, SCR_CharacterCommandHandlerComponent pScrCommandHandler, SCR_LoiterCustomAnimData customAnimData) |
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| override void | OnActivate () |
| | virtual to be overridden called when command starts
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| override void | OnDeactivate () |
| | called when command ends
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| override void | OnPossess () |
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| override bool | ShouldForceFreeLook () |
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| override bool | IsRootMotionControlled () |
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| override void | PrePhysUpdate (float pDt) |
| | override this ! after animation is processed, before physics is processed
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| void | SwitchState (ELoiterCommandState newState) |
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| void | StopLoitering (bool terminateFast) |
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| void | FinishLoiter () |
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Public Member Functions inherited from CharacterCommandScripted |
| void | UpdateTransformNoRootMotion (out vector transform[4], float dt) |
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| bool | TerminateCommand () |
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Public Member Functions inherited from AnimPhysCommandScripted |
| proto native bool | IsFlagAutoDelete () |
| | autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands
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| proto native void | SetFlagAutoDelete (bool pV) |
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| proto native void | SetFlagFinished (bool pFinished) |
| | this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
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| proto native bool | IsFlagFinished () |
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| void | PreAnimUpdate (float pDt) |
| | override this ! called before any animation is processed here change animation values, add animation commands
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| proto native void | PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat) |
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| proto native void | PreAnim_CallCommand4I (int pCommand, int pParamInt1, int pParamInt2, int pParamInt3, int pParamInt4, float pParamFloat) |
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| proto native void | PreAnim_SetFloat (int pVar, float pFlt) |
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| proto native void | PreAnim_SetInt (int pVar, int pInt) |
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| proto native void | PreAnim_SetBool (int pVar, bool pBool) |
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| proto native void | PreAnim_SetAttachment (string bindingName, string animGraphResourceName, string animInstanceResourceName, string startingNodeName) |
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| proto native bool | PrePhys_IsEvent (int pEvent) |
| | script function usable in PrePhysUpdate
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| proto native bool | PrePhys_IsTag (int pTag) |
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| proto bool | PrePhys_GetPredictionEval (int pPrediction, out int pGlobalBoneIndex, out bool pIsTranslation, out bool pIsRotation, out vector pOutTransl, out float pOutRot[4], out float pTimeToPrediction, out float pNormTimeInAnims) |
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| proto native bool | PrePhys_GetTranslation (out vector pOutTransl) |
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| proto native bool | PrePhys_GetRotation (out float pOutRot[4]) |
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| proto native void | PrePhys_SetTranslation (vector pInTransl) |
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| proto native void | PrePhys_SetRotation (float pInRot[4]) |
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| bool | PostPhysUpdate (float pDt) |
| | override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
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| proto native void | PostPhys_GetPosition (out vector pOutTransl) |
| | script function usable in PostPhysUpdate
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| proto native void | PostPhys_GetRotation (out float pOutRot[4]) |
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| proto native void | PostPhys_SetPosition (vector pInTransl) |
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| proto native void | PostPhys_SetRotation (float pInRot[4]) |
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| proto native void | PostPhys_LockRotation () |
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