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void | OnActivate () |
| constructor must have 1st parameter to be Human
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void | OnDeactivate () |
| called when command ends
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proto native void | SetFlagFinished (bool pFinished) |
| this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
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proto native void | SetHeading (float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX) |
| sets character rotation (heading) (PreAnim/PrePhys only!)
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proto native void | AddHeadingRelativeTo (HumanRelativeHeadingMode mode, float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX) |
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void | PreAnimUpdate (float pDt) |
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proto native void | PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat) |
| function usable in PreAnimUpdate or in !!! OnActivate !!!
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proto native void | PreAnim_SetFloat (int pVar, float pFlt) |
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proto native void | PreAnim_SetInt (int pVar, int pInt) |
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proto native void | PreAnim_SetBool (int pVar, bool pBool) |
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void | PreAnim_SetFilteredHeading (float pYawAngle, float pFilterDt, float pMaxYawSpeed) |
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void | PrePhysUpdate (float pDt) |
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proto native bool | PrePhys_IsEvent (int pEvent) |
| script function usable in PrePhysUpdate
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proto native bool | PrePhys_IsTag (int pTag) |
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proto native bool | PrePhys_GetTranslation (out vector pOutTransl) |
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proto native bool | PrePhys_GetRotation (out float pOutRot[4]) |
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proto native void | PrePhys_SetTranslation (vector pInTransl) |
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proto native void | PrePhys_SetRotation (float pInRot[4]) |
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bool | PostPhysUpdate (float pDt) |
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proto native void | PostPhys_GetPosition (out vector pOutTransl) |
| script function usable in PostPhysUpdate
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proto native void | PostPhys_GetRotation (out float pOutRot[4]) |
| vec3 in world space
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proto native void | PostPhys_SetPosition (vector pInTransl) |
| quaternion in world space
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proto native void | PostPhys_SetRotation (float pInRot[4]) |
| vec3 in world space
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proto native void | PostPhys_LockRotation () |
| quaternion in world space
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HumanCommandScript fully scriptable command.
- Предупреждения
- NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through Human.StartCommand_Script
- Заметки
- So ideally, it is best to set up the HumanCommandScript, not create any instances and start it through Human.StartCommand_ScriptInst In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler But deleting it while it is in the CommandHandler will cause crashes