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| void | OnInit (CharacterFSMState state, CharacterEntity character) |
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| void | OnFinished (CharacterFSMState state, CharacterEntity character) |
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| void | OnCanceled (CharacterFSMState state, CharacterEntity character) |
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| void | OnMainLogicUpdate (CharacterFSMState state, CharacterEntity character, float timeSlice) |
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| void | OnPreAnimUpdate (CharacterFSMState state, CharacterEntity character, float timeSlice, bool isSimulatedProxy) |
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| void | OnPostAnimUpdate (CharacterFSMState state, CharacterEntity character, float timeSlice, bool isSimulatedProxy) |
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◆ IsStateFinished()
| proto external bool CharacterFSMStateCb.IsStateFinished |
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◆ IsStateIn()
| proto external bool CharacterFSMStateCb.IsStateIn |
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◆ IsStateLoop()
| proto external bool CharacterFSMStateCb.IsStateLoop |
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◆ IsStateOut()
| proto external bool CharacterFSMStateCb.IsStateOut |
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◆ IsStateRunning()
| proto external bool CharacterFSMStateCb.IsStateRunning |
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◆ OnCanceled()
◆ OnFinished()
◆ OnInit()
◆ OnMainLogicUpdate()
◆ OnPostAnimUpdate()
◆ OnPreAnimUpdate()
The documentation for this interface was generated from the following file:
- GameLib/generated/Components/Character/CharacterFSMStateCb.c