Space Engineers
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Animation state machine selects the animation to match current state. When it finds valid transition to some next state, transition is performed automatically. More...
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< MyStringId > | BoneMaskStrIds = 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, MyStateMachineNode > | AllNodes [get] |
List< MyStateMachineCursor > | ActiveCursors [get] |
string | Name [get, set] |
MyStateMachineNode | CurrentNode [get, protected set] |
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.
Enumerator | |
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Replace | |
Add |
Definition at line 17 of file MyAnimationStateMachine.cs.
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inline |
Definition at line 48 of file MyAnimationStateMachine.cs.
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inline |
Definition at line 175 of file MyAnimationStateMachine.cs.
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inline |
Definition at line 59 of file MyAnimationStateMachine.cs.
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.
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get |
Definition at line 43 of file MyAnimationStateMachine.cs.