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