DayZ 1.27
DayZ Explorer by KGB
 
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Класс HandStateBase

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)
 

Подробное описание

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