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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 | |
|---|---|
| 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.
1.8.8