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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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override bool | IsWaitingForActionFinish () |
| waiting for active animation action/actionType finish
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void | HandAnimatedForceSwapping (Man player=null, HandStateBase parent=null) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandAnimatedForceSwapping_Inst (Man player=null, HandStateBase parent=null) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandAnimatedMovingToAtt (Man player=null, HandStateBase parent=null) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandAnimatedSwapping (Man player=null, HandStateBase parent=null) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandAnimatedTakingFromAtt (Man player=null, HandStateBase parent=null) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandStartReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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override bool | IsWaitingForActionFinish () |
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void | HandReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL) |
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void | HandStartReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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override bool | IsWaitingForActionFinish () |
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void | HandReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL) |
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override void | OnEntry (HandEventBase e) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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void | HandStableState (Man player=NULL, HandStateBase parent=NULL, int anim_state=-1) |
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void | SyncAnimState () |
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override void | OnEntry (HandEventBase e) |
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override void | OnUpdate (float dt) |
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override void | OnAbort (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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override bool | IsIdle () |
| idle state does not expect any animation events
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int | GetCurrentStateID () |
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bool | HasEntityInHands () |
| query for entity in hands
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void | HandStartAction (Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1) |
| specific action sub-type
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override void | OnEntry (HandEventBase e) |
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override void | OnExit (HandEventBase e) |
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override bool | IsIdle () |
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void | HandStateBase (Man player=NULL, HandStateBase parent=NULL) |
| nested state machine (or null)
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void | SetParentState (HandStateBase parent) |
| allows construction of hierarchical state machine
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HandStateBase | GetParentState () |
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bool | HasFSM () |
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HandFSM | GetFSM () |
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bool | ProcessEvent (HandEventBase e) |
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void | AddTransition (HandTransition t) |
| adds transition into m_FSM transition table
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void | OnEntry (HandEventBase e) |
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void | OnUpdate (float dt) |
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void | OnAbort (HandEventBase e) |
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void | OnExit (HandEventBase e) |
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bool | IsWaitingForActionFinish () |
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bool | IsIdle () |
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void | OnSubMachineChanged (HandStateBase src, HandStateBase dst) |
| called when sub-machine has changed its state
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void | OnStateChanged (HandStateBase src, HandStateBase dst) |
| called on current state when state machine has changed its state
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represent hand state base
Class comes with entry/update/exit hooks that can be overriden in custom states