|
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 | |
| 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.
| proto external CharacterFSMState CharacterSimStrategyFSM.ActivateFullbodyState | ( | int | stateId | ) |
Activates new fullbody state - use GetStateId for getting the id of a state you want to activate.
| proto external void CharacterSimStrategyFSM.CancelState | ( | int | stateId | ) |
If state is active, set it to finished.
| proto external CharacterFSMState CharacterSimStrategyFSM.GetCurrentFullbodyState | ( | ) |
Returns an instance for current fullbody state.
Returns the ID of a state.
Returns true if a state with passed id is active.
| 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.
| 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.