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CharacterSimStrategy Interface Reference
Inheritance diagram for CharacterSimStrategy:
ScriptAndConfig Managed CharacterSimStrategyFSM

Protected Member Functions

void OnInit (CharacterEntity character)
 Event called owner entity initializes.
 
void OnPossession (CharacterEntity character)
 Event called when owning character is possessed by a player.
 
void OnDispossession (CharacterEntity character)
 Event called when owning character is dispossessed.
 
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
 
void OnReplicate (CharacterEntity character)
 script event for bumping replicated properties
 

Additional Inherited Members

- 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)
 

Member Function Documentation

◆ OnDispossession()

void CharacterSimStrategy.OnDispossession ( CharacterEntity character)
protected

Event called when owning character is dispossessed.

◆ OnInit()

void CharacterSimStrategy.OnInit ( CharacterEntity character)
protected

Event called owner entity initializes.

◆ OnMainLogicUpdate()

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

script event called during MainLogic phase

◆ OnPossession()

void CharacterSimStrategy.OnPossession ( CharacterEntity character)
protected

Event called when owning character is possessed by a player.

◆ OnPostAnimUpdate()

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

script event called during PostAnim phase

◆ OnPreAnimUpdate()

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

script event called during PreAnim phase

◆ OnReplicate()

void CharacterSimStrategy.OnReplicate ( CharacterEntity character)
protected

script event for bumping replicated properties


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