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VRageRender.Animations.MyAnimationStateMachine Class Reference

Animation state machine selects the animation to match current state. When it finds valid transition to some next state, transition is performed automatically. More...

Inheritance diagram for VRageRender.Animations.MyAnimationStateMachine:
VRage.Generics.MySingleStateMachine VRage.Generics.MyStateMachine

Public Types

enum  MyBlendingMode { MyBlendingMode.Replace, MyBlendingMode.Add }
 

Public Member Functions

 MyAnimationStateMachine ()
 
void Update (ref MyAnimationUpdateData data)
 
override string ToString ()
 
- Public Member Functions inherited from VRage.Generics.MySingleStateMachine
delegate void StateChangedHandler (MyStateMachineTransitionWithStart transition)
 
override bool DeleteCursor (int id)
 
override MyStateMachineCursor CreateCursor (string nodeName)
 Creates new active cursor. More...
 
bool SetState (string nameOfNewState)
 
- Public Member Functions inherited from VRage.Generics.MyStateMachine
MyStateMachineCursor FindCursor (int cursorId)
 
virtual bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
virtual bool DeleteNode (string nodeName)
 
virtual MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null, string name=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
MyStateMachineTransitionWithStart FindTransitionWithStart (int transitionId)
 
virtual bool DeleteTransition (int transitionId)
 
virtual bool SetState (int cursorId, string nameOfNewState)
 Set the current state. Warning - this is not a thing that you would like to normally do, state machine should live its own life (based on transition condition). Returns true on success. More...
 
virtual void Update ()
 Update the state machine. Transition to new states. More...
 
void TriggerAction (MyStringId actionName)
 Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 
delegate void StateChangedHandler (MyStateMachineTransitionWithStart transition)
 
 MyStateMachine ()
 
bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
bool DeleteNode (string nodeName)
 
MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
bool DeleteTransition (int transitionId)
 
void Update ()
 
void TriggerAction (MyStringId actionName)
 Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 

Public Attributes

MyAnimationUpdateData CurrentUpdateData
 
MyBlendingMode Mode = MyBlendingMode.Replace
 
readonly HashSet< MyStringIdBoneMaskStrIds = new HashSet<MyStringId>()
 
bool[] BoneMask
 

Properties

int[] VisitedTreeNodesPath [get]
 
- Properties inherited from VRage.Generics.MySingleStateMachine
MyStateMachineNode CurrentNode [get]
 
- Properties inherited from VRage.Generics.MyStateMachine
DictionaryReader< string, MyStateMachineNodeAllNodes [get]
 
List< MyStateMachineCursorActiveCursors [get]
 
string Name [get, set]
 
MyStateMachineNode CurrentNode [get, protected set]
 

Additional Inherited Members

- Protected Member Functions inherited from VRage.Generics.MySingleStateMachine
void NotifyStateChanged (MyStateMachineTransitionWithStart transitionWithStart)
 
- Protected Member Functions inherited from VRage.Generics.MyStateMachine
void NotifyStateChanged (MyStateMachineTransitionWithStart transitionWithStart)
 
- Protected Attributes inherited from VRage.Generics.MyStateMachine
Dictionary< string, MyStateMachineNodem_nodes = new Dictionary<string, MyStateMachineNode>()
 
Dictionary< int, MyStateMachineTransitionWithStartm_transitions = new Dictionary<int, MyStateMachineTransitionWithStart>()
 
Dictionary< int, MyStateMachineCursorm_activeCursorsById = new Dictionary<int, MyStateMachineCursor>()
 
CachingList< MyStateMachineCursorm_activeCursors = new CachingList<MyStateMachineCursor>()
 
MyConcurrentHashSet< MyStringIdm_enqueuedActions = new MyConcurrentHashSet<MyStringId>()
 
- Events inherited from VRage.Generics.MySingleStateMachine
StateChangedHandler OnStateChanged
 
- Events inherited from VRage.Generics.MyStateMachine
StateChangedHandler OnStateChanged
 

Detailed Description

Animation state machine selects the animation to match current state. When it finds valid transition to some next state, transition is performed automatically.

Definition at line 14 of file MyAnimationStateMachine.cs.

Member Enumeration Documentation

Enumerator
Replace 
Add 

Definition at line 17 of file MyAnimationStateMachine.cs.

Constructor & Destructor Documentation

VRageRender.Animations.MyAnimationStateMachine.MyAnimationStateMachine ( )
inline

Definition at line 48 of file MyAnimationStateMachine.cs.

Member Function Documentation

override string VRageRender.Animations.MyAnimationStateMachine.ToString ( )
inline

Definition at line 175 of file MyAnimationStateMachine.cs.

void VRageRender.Animations.MyAnimationStateMachine.Update ( ref MyAnimationUpdateData  data)
inline

Definition at line 59 of file MyAnimationStateMachine.cs.

Member Data Documentation

bool [] VRageRender.Animations.MyAnimationStateMachine.BoneMask

Definition at line 38 of file MyAnimationStateMachine.cs.

readonly HashSet<MyStringId> VRageRender.Animations.MyAnimationStateMachine.BoneMaskStrIds = new HashSet<MyStringId>()

Definition at line 36 of file MyAnimationStateMachine.cs.

MyAnimationUpdateData VRageRender.Animations.MyAnimationStateMachine.CurrentUpdateData

Definition at line 32 of file MyAnimationStateMachine.cs.

MyBlendingMode VRageRender.Animations.MyAnimationStateMachine.Mode = MyBlendingMode.Replace

Definition at line 34 of file MyAnimationStateMachine.cs.

Property Documentation

int [] VRageRender.Animations.MyAnimationStateMachine.VisitedTreeNodesPath
get

Definition at line 43 of file MyAnimationStateMachine.cs.


The documentation for this class was generated from the following file: