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Legend.AnimationControllerInterf


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//===============================================================================
//  AnimationControllerInterf
//===============================================================================

class AnimationControllerInterf extends LegendObjectComponent
	abstract;

//-----------------------------------------------------------------------------

enum EAimDirection
{
	AD_None,
	AD_Down,
	AD_Up,
};

enum EWalkingAnimType // used to determine PHYS_Walking animation to go with current speed
{
	WAT_None,
	WAT_WalkSlow,
	WAT_WalkFast,
	WAT_RunSlow,
	WAT_RunFast,
};

enum EAnimationGroup
{
	AG_None,
	AG_Aiming,
	AG_AttackMelee,
	AG_AttackRanged,
	AG_Climbing,
	AG_Dying,
	AG_DyingFalling,
	AG_Falling,
	AG_Finishing,
	AG_Idle,
	AG_Invalid,
	AG_Jumping,
	AG_Landing,
	AG_Leaping,
	AG_Moving,
	AG_Special,
	AG_SpecialJump,
	AG_SpecialMantle,
	AG_Still,
	AG_Turning,
	AG_VictoryDance,
	AG_WeaponFiring,
	AG_WeaponRecoil,
};

//-----------------------------------------------------------------------------

function Initialize();
function CleanUp();
function ExternalTick( float DeltaTime );

// functions for specifying special animation situations -- handled immediately
function SetSpecialParamAnim( name NewValue );
function float SpecialAnimationAcquisition();
function float SpecialAnimationMeleeAttack();
function float SpecialAnimationRangedAttack(bool bIsStill); // bIsStill should be true if pawn is standing still and will probably not move for a few seconds, otherwise use false
function float SpecialAnimationImpaleAttack();
function SpecialAnimationMeleeAttackAbort();
function SpecialAnimationRangedAttackAbort();
function SpecialAnimationImpaleAttackAbort();
function SpecialAnimationVictoryDance();
function bool SpecialAnimationLoop( name LookupName, optional float Rate, optional float TweenTime, optional int _LockLevel );
function bool SpecialAnimationPlay( name LookupName, optional float Rate, optional float TweenTime, optional int _LockLevel );
function bool SpecialAnimationTween( name LookupName, optional float TweenTime, optional int _LockLevel );
function SpecialAnimationDeath( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum );
function float SpecialAnimationDodge( Actor.eDoubleClickDir DoubleClickMove );
function SpecialAnimationMantle();
function SpecialAnimationTakeHit( vector HitLocation, float Damage, class<DamageType> DamageType, Pawn InstigatedBy, vector Momentum );
function float SpecialAnimationDamageKnockDown();
function float SpecialAnimationDamageLaunch();
function float SpecialAnimationLeap();
function float SpecialAnimationTaunt();
function float SpecialAnimationWave();
function float SpecialAnimation( name AnimAction );
function SpecialAnimationClear();

// while animation controller is locked, it doesn't handle animations (owner does)
function LockAnimationController( int _LockLevel );
function UnLockAnimationController();

// functions for querying the current animation situation
function bool CheckAnimationGroup( EAnimationGroup AG );
function bool IsSpecialAnimGroupPlaying( EAnimationGroup AG );
function bool SpecialAnim();
function bool SpecialJumpAnim();

//-----------------------------------------------------------------------------

defaultproperties
{
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:37.271 - Created with UnCodeX