Enfusion Script API
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CharacterFSMState Interface Reference

Base class for FSM state instance. More...

Inheritance diagram for CharacterFSMState:
ScriptAndConfig Managed

Public Member Functions

proto external void SetFinished ()
 sets FINISHED internal flag - should be called when this states decides to be finished and FSM component should react on this event
 
- Public Member Functions inherited from Managed
proto external ref Managed Clone ()
 Return shallow copy of object, or null if it is not allowed (not public constructor)
 

Protected Member Functions

void OnBindAnimControls (CharacterAnimGraphComponent animGraphComponent)
 script event called when state is created - animation controls binding should happen here
 
void OnActivate (CharacterEntity character, CharacterFSMState prevState, CharacterFSMStateActivateParams params)
 script event called when state is activated
 
void OnDeactivate (CharacterEntity character)
 script event called when state is deactivated
 
void OnMainLogicUpdate (CharacterEntity character, float timeSlice)
 script event called during MainLogic phase
 
void OnPreAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)
 script event called during PreAnim phase
 
void OnPostAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)
 script event called during PostAnim phase
 

Detailed Description

Base class for FSM state instance.

Member Function Documentation

◆ OnActivate()

void CharacterFSMState.OnActivate ( CharacterEntity character,
CharacterFSMState prevState,
CharacterFSMStateActivateParams params )
protected

script event called when state is activated

◆ OnBindAnimControls()

void CharacterFSMState.OnBindAnimControls ( CharacterAnimGraphComponent animGraphComponent)
protected

script event called when state is created - animation controls binding should happen here

◆ OnDeactivate()

void CharacterFSMState.OnDeactivate ( CharacterEntity character)
protected

script event called when state is deactivated

◆ OnMainLogicUpdate()

void CharacterFSMState.OnMainLogicUpdate ( CharacterEntity character,
float timeSlice )
protected

script event called during MainLogic phase

◆ OnPostAnimUpdate()

void CharacterFSMState.OnPostAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PostAnim phase

◆ OnPreAnimUpdate()

void CharacterFSMState.OnPreAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PreAnim phase

◆ SetFinished()

proto external void CharacterFSMState.SetFinished ( )

sets FINISHED internal flag - should be called when this states decides to be finished and FSM component should react on this event


The documentation for this interface was generated from the following file: