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CharacterSimStrategyFSM Interface Reference
Inheritance diagram for CharacterSimStrategyFSM:
CharacterSimStrategy ScriptAndConfig Managed

Public Member Functions

proto external int GetStateId (string stateName)
 Returns the ID of a state.
 
proto external CharacterFSMState GetCurrentFullbodyState ()
 Returns an instance for current fullbody state.
 
proto external bool IsStateActive (int stateId)
 Returns true if a state with passed id is active.
 
proto external CharacterFSMState ActivateFullbodyState (int stateId)
 Activates new fullbody state - use GetStateId for getting the id of a state you want to activate.
 
proto external CharacterFSMState ActivateAdditiveState (int stateId, bool enabled)
 Activates or deactivates additive state - use GetStateId for getting the id of a state you want to activate.
 
proto external void CancelState (int stateId)
 If state is active, set it to finished.
 
proto external CharacterFSMStateCb StartCallback (TypeName callbackClassType, int additiveStateId=0)
 Activates a callback on a state - when additiveStateId is zero, callback is activated for current fullbody state.
 
proto external void StopCallback (int additiveStateId=0)
 Stops a callback on a state - when additiveStateId is zero, callback is deactivated for current fullbody state.
 
- 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)
 

Additional Inherited Members

- Protected Member Functions inherited from CharacterSimStrategy
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
 

Member Function Documentation

◆ ActivateAdditiveState()

proto external CharacterFSMState CharacterSimStrategyFSM.ActivateAdditiveState ( int stateId,
bool enabled )

Activates or deactivates additive state - use GetStateId for getting the id of a state you want to activate.

◆ ActivateFullbodyState()

proto external CharacterFSMState CharacterSimStrategyFSM.ActivateFullbodyState ( int stateId)

Activates new fullbody state - use GetStateId for getting the id of a state you want to activate.

◆ CancelState()

proto external void CharacterSimStrategyFSM.CancelState ( int stateId)

If state is active, set it to finished.

◆ GetCurrentFullbodyState()

proto external CharacterFSMState CharacterSimStrategyFSM.GetCurrentFullbodyState ( )

Returns an instance for current fullbody state.

◆ GetStateId()

proto external int CharacterSimStrategyFSM.GetStateId ( string stateName)

Returns the ID of a state.

◆ IsStateActive()

proto external bool CharacterSimStrategyFSM.IsStateActive ( int stateId)

Returns true if a state with passed id is active.

◆ StartCallback()

proto external CharacterFSMStateCb CharacterSimStrategyFSM.StartCallback ( TypeName callbackClassType,
int additiveStateId = 0 )

Activates a callback on a state - when additiveStateId is zero, callback is activated for current fullbody state.

◆ StopCallback()

proto external void CharacterSimStrategyFSM.StopCallback ( int additiveStateId = 0)

Stops a callback on a state - when additiveStateId is zero, callback is deactivated for current fullbody state.


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