represent hand state base Подробнее...
Закрытые члены | |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
override bool | IsWaitingForActionFinish () |
waiting for active animation action/actionType finish | |
void | HandAnimatedForceSwapping (Man player=null, HandStateBase parent=null) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandAnimatedForceSwapping_Inst (Man player=null, HandStateBase parent=null) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandAnimatedMovingToAtt (Man player=null, HandStateBase parent=null) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandAnimatedSwapping (Man player=null, HandStateBase parent=null) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandAnimatedTakingFromAtt (Man player=null, HandStateBase parent=null) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandStartReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
override bool | IsWaitingForActionFinish () |
void | HandReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL) |
void | HandStartReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
override bool | IsWaitingForActionFinish () |
void | HandReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL) |
override void | OnEntry (HandEventBase e) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
void | HandStableState (Man player=NULL, HandStateBase parent=NULL, int anim_state=-1) |
void | SyncAnimState () |
override void | OnEntry (HandEventBase e) |
override void | OnUpdate (float dt) |
override void | OnAbort (HandEventBase e) |
override void | OnExit (HandEventBase e) |
override bool | IsIdle () |
idle state does not expect any animation events | |
int | GetCurrentStateID () |
bool | HasEntityInHands () |
query for entity in hands | |
void | HandStartAction (Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1) |
specific action sub-type | |
override void | OnEntry (HandEventBase e) |
override void | OnExit (HandEventBase e) |
override bool | IsIdle () |
void | HandStateBase (Man player=NULL, HandStateBase parent=NULL) |
nested state machine (or null) | |
void | SetParentState (HandStateBase parent) |
allows construction of hierarchical state machine | |
HandStateBase | GetParentState () |
bool | HasFSM () |
HandFSM | GetFSM () |
bool | ProcessEvent (HandEventBase e) |
void | AddTransition (HandTransition t) |
adds transition into m_FSM transition table | |
void | OnEntry (HandEventBase e) |
void | OnUpdate (float dt) |
void | OnAbort (HandEventBase e) |
void | OnExit (HandEventBase e) |
bool | IsWaitingForActionFinish () |
bool | IsIdle () |
void | OnSubMachineChanged (HandStateBase src, HandStateBase dst) |
called when sub-machine has changed its state | |
void | OnStateChanged (HandStateBase src, HandStateBase dst) |
called on current state when state machine has changed its state | |
Закрытые данные | |
ref InventoryLocation | m_Dst |
ref InventoryLocation | m_Src1 = null |
ref InventoryLocation | m_Src2 = null |
ref InventoryLocation | m_Dst1 = null |
ref InventoryLocation | m_Dst2 = null |
ref HandStartHidingAnimated | m_Start |
ref HandAnimatedMoveToDst_W4T | m_Show |
ref HandAnimatedMoveToDst_W4T_Basic | m_Hide |
ref HandForceSwappingAnimated_Show | m_Swap |
EntityAI | m_Entity |
ref HandStartHidingAnimated | m_Hide |
weapon to be taken | |
ref InventoryLocation | m_ilEntity |
ref HandSwappingAnimated_Show | m_Show |
ref HandTakingAnimated_Hide | m_Hide |
ref HandTakingAnimated_Show | m_Show |
ref HandStartReplacingItemElsewhereWithNewInHands | m_Replacing |
ref HandStartReplacingItemInHands | m_Replacing |
int | m_AnimState |
WeaponActions | m_Action |
int | m_ActionType |
action to be played | |
Man | m_Player |
HandStateBase | m_parentState |
entity that this state relates to | |
ref HandFSM | m_FSM |
hierarchical parent state of this state (or null) | |
represent hand state base
Class comes with entry/update/exit hooks that can be overriden in custom states
См. определение в файле HandAnimatedForceSwapping.c строка 3