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| bool | CanContinueTheAnimation () |
| |
| override void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
| |
| void | FireFlare () |
| | Method used to start flare firing procedure.
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| |
| void | OnItemUseEnded (IEntity item, bool successful, ItemUseParameters animParams) |
| | Callback method intended to capture interruption of the item usage.
|
| |
| void | OnWeaponStateChanged (WeaponComponent weapon, bool active) |
| | Callback method called when weapon which is the owner of this component, is being used or stops being used.
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| |
| void | LockItem () |
| | Method used to ensure that players wont be able to interact with this item.
|
| |
| void | DisposeOfFlare () |
| | Method used to drop the item on the ground.
|
| |
| bool | OnPrepareAnimInput (IEntity owner, float ts) |
| | Called every frame right before the animation controller is updated.
|
| |
| bool | OnProcessAnimOutput (IEntity owner, float ts) |
| | Called every frame right after the animation controller is updated.
|
| |
| void | OnCharacterFloatVariablet (int variableID, float value) |
| | Called when variable was changed in synced character's animation logic.
|
| |
| void | OnCharacterIntVariable (int variableID, int value) |
| |
| void | OnCharacterBoolVariable (int variableID, bool value) |
| |
| void | OnCharacterCommand (int commandID, int intValue, float floatValue) |
| | Called when animation command was called in synced character's animation logic.
|
| |
◆ SCR_FlareAnimationComponent()
| void SCR_FlareAnimationComponent.SCR_FlareAnimationComponent |
( |
IEntityComponentSource | src, |
|
|
IEntity | ent, |
|
|
IEntity | parent ) |
- Parameters
-
| [in] | src | |
| [in] | ent | |
| [in] | parent | |
◆ CanContinueTheAnimation()
| bool SCR_FlareAnimationComponent.CanContinueTheAnimation |
( |
| ) |
|
|
protected |
- Returns
- true if animations should be possible to continue, otherwise false
◆ DisposeOfFlare()
| void SCR_FlareAnimationComponent.DisposeOfFlare |
( |
| ) |
|
|
protected |
Method used to drop the item on the ground.
◆ FireFlare()
| void SCR_FlareAnimationComponent.FireFlare |
( |
| ) |
|
|
protected |
Method used to start flare firing procedure.
◆ LockItem()
| void SCR_FlareAnimationComponent.LockItem |
( |
| ) |
|
|
protected |
Method used to ensure that players wont be able to interact with this item.
◆ OnAnimationEvent()
| override void SCR_FlareAnimationComponent.OnAnimationEvent |
( |
AnimationEventID | animEventType, |
|
|
AnimationEventID | animUserString, |
|
|
int | intParam, |
|
|
float | timeFromStart, |
|
|
float | timeToEnd ) |
|
protected |
◆ OnItemUseEnded()
| void SCR_FlareAnimationComponent.OnItemUseEnded |
( |
IEntity | item, |
|
|
bool | successful, |
|
|
ItemUseParameters | animParams ) |
|
protected |
Callback method intended to capture interruption of the item usage.
- Parameters
-
| [in] | item | |
| [in] | successful | |
| [in] | animParams | |
◆ OnWeaponStateChanged()
| void SCR_FlareAnimationComponent.OnWeaponStateChanged |
( |
WeaponComponent | weapon, |
|
|
bool | active ) |
|
protected |
Callback method called when weapon which is the owner of this component, is being used or stops being used.
- Parameters
-
◆ ANIMATION_EVENT_FIRE
| const string SCR_FlareAnimationComponent.ANIMATION_EVENT_FIRE = "Fire" |
|
staticprotected |
◆ ANIMATION_EVENT_HIDE
| const string SCR_FlareAnimationComponent.ANIMATION_EVENT_HIDE = "Weapon_Hide" |
|
staticprotected |
◆ CHARACTER_FIRE_INPUT_NAME
| const string SCR_FlareAnimationComponent.CHARACTER_FIRE_INPUT_NAME = "CharacterFire" |
|
staticprotected |
◆ GARBAGE_COLLECTION_TIME
| const int SCR_FlareAnimationComponent.GARBAGE_COLLECTION_TIME = 30 |
|
staticprotected |
◆ m_bStartedProne
| bool SCR_FlareAnimationComponent.m_bStartedProne |
|
protected |
◆ m_iFireFlare
| AnimationEventID SCR_FlareAnimationComponent.m_iFireFlare = -1 |
|
protected |
◆ m_iHideFlare
| AnimationEventID SCR_FlareAnimationComponent.m_iHideFlare = -1 |
|
protected |
◆ m_UserController
The documentation for this interface was generated from the following file:
- Game/Components/Flares/SCR_FlareAnimationComponent.c