2 #include "BipedController.h" 21 virtual void FrameMove(
float fDeltaTime);
23 bool Save(
bool bOverride);
24 bool Load(
int nSequenceID);
25 bool Load(
const string& fileName);
26 int Create(
const string& name,
const string& description,
const char* pData,
bool bInMemory);
32 void SetKeyPos(
int nPos);
40 int AdvanceKey(
int nOffset);
50 bool DeleteKeysRange(
int nFrom,
int nTo);
60 void SetInterval(
float fInterval){m_fMinInterval = fInterval;}
75 void SetPlayMode(
int mode);
88 void RunTo(
double x,
double y,
double z);
90 void WalkTo(
double x,
double y,
double z);
92 void MoveTo(
double x,
double y,
double z);
94 void MoveAndTurn(
double x,
double y,
double z,
float facing);
96 void PlayAnim(
const string& sAnim);
98 void PlayAnim(
int nAnimID);
100 void Wait(
float fSeconds);
102 void Exec(
const string& sCmd);
106 void Turn(
float fAngleAbsolute);
108 void MoveForward(
float fDistance);
110 void MoveBack(
float fDistance);
112 void MoveLeft(
float fDistance);
114 void MoveRight(
float fDistance);
118 void Goto(
int nOffset);
120 void Goto(
const string& sLable);
122 void Lable(
const string& sLable);
131 static void MoveCommand(
CBipedObject* pBiped,
const DVector3& vDest,
bool bForceRun=
false,
bool bForceWalk=
false,
float * pFacing=NULL);
139 asset_ptr<SequenceEntity> m_pSequenceEntity;
149 string m_description;
155 float m_fStartFacing;
161 float m_fMinInterval;
162 float m_fUnprocessedTime;
164 float m_fItemDuration;
167 float m_fMovingTimeOut;
169 float m_fTurningTimeOut;
void SetMovingTimeout(float fTimeout)
set the number of seconds after which all move commands will be treated as finished.
Definition: SequenceCtler.h:82
float GetInterval()
the minimum time between two successive calls.
Definition: SequenceCtler.h:58
3-dimensional vector with double precision.
Definition: ParaDVector3.h:17
void SetStartPos(const Vector3 &vPos)
set the starting position.
Definition: SequenceCtler.h:65
float GetStartFacing()
get the start facing.
Definition: SequenceCtler.h:68
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
void SetInterval(float fInterval)
the minimum time between two successive calls.
Definition: SequenceCtler.h:60
void SetPlayDirection(bool bForward)
set the play direction.
Definition: SequenceCtler.h:55
bool GetPlayDirection()
get the play direction.
Definition: SequenceCtler.h:53
float GetMovingTimeout()
get the number of seconds after which all move commands will be treated as finished.
Definition: SequenceCtler.h:79
a reusable entity of sequence which contains an array of sequence items.
Definition: SequenceEntity.h:11
Vector3 GetStartPos()
get the starting position.
Definition: SequenceCtler.h:63
Base Interface for Biped controller.
Definition: BipedController.h:18
int GetKeyPos()
Get the current absolute playing cursor position.
Definition: SequenceCtler.h:30
void SetStartFacing(float facing)
Set the start facing.
Definition: SequenceCtler.h:70
base class for all AI objects
Definition: AIBase.h:9
int GetPlayMode()
get the current play mode
Definition: SequenceCtler.h:73
A sequence controller is a biped controller which moves the biped according to some predefined sequen...
Definition: SequenceCtler.h:11
It can be used to represent biped object(like human, re spawning monsters) in the scene without inher...
Definition: BipedObject.h:60