A sequence controller is a biped controller which moves the biped according to some predefined sequence.
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| CSequenceCtler (CAIBase *pAI) |
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| virtual void | FrameMove (float fDeltaTime) |
| | a virtual function which is called every frame to process the controller. More...
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bool | Save (bool bOverride) |
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bool | Load (int nSequenceID) |
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bool | Load (const string &fileName) |
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int | Create (const string &name, const string &description, const char *pData, bool bInMemory) |
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string | ToString () |
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int | GetKeyPos () |
| | Get the current absolute playing cursor position.
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void | SetKeyPos (int nPos) |
| | set the current absolute playing cursor position
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int | GetTotalKeys () |
| | get total key count
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| int | AdvanceKey (int nOffset) |
| | offset the key index according to the current play mode. More...
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void | BeginAddKeys () |
| | call the command functions(RunTo, MoveTo, etc) only between the matching pair of BeginAddKeys() and EndAddKeys()
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void | EndAddKeys () |
| | call the command functions(RunTo, MoveTo, etc) only between the matching pair of BeginAddKeys() and EndAddKeys()
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int | GetSequenceID () |
| | get sequence ID
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| bool | DeleteKeysRange (int nFrom, int nTo) |
| | delete keys range More...
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| bool | GetPlayDirection () |
| | get the play direction. More...
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| void | SetPlayDirection (bool bForward) |
| | set the play direction. More...
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| float | GetInterval () |
| | the minimum time between two successive calls. More...
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| void | SetInterval (float fInterval) |
| | the minimum time between two successive calls. More...
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| Vector3 | GetStartPos () |
| | get the starting position. More...
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| void | SetStartPos (const Vector3 &vPos) |
| | set the starting position. More...
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| float | GetStartFacing () |
| | get the start facing. More...
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| void | SetStartFacing (float facing) |
| | Set the start facing. More...
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int | GetPlayMode () |
| | get the current play mode
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void | SetPlayMode (int mode) |
| | set the current play mode
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| float | GetMovingTimeout () |
| | get the number of seconds after which all move commands will be treated as finished. More...
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| void | SetMovingTimeout (float fTimeout) |
| | set the number of seconds after which all move commands will be treated as finished. More...
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| void | RunTo (double x, double y, double z) |
| | run to a position relative to the current position. More...
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| void | WalkTo (double x, double y, double z) |
| | walk to a position relative to the current position. More...
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| void | MoveTo (double x, double y, double z) |
| | move (using the current style i.e. More...
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| void | MoveAndTurn (double x, double y, double z, float facing) |
| | move to a given position and turn to a given facing. More...
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void | PlayAnim (const string &sAnim) |
| | play an animation by animation name
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void | PlayAnim (int nAnimID) |
| | play an animation by animation id
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void | Wait (float fSeconds) |
| | wait the specified seconds, without further processing commands
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void | Exec (const string &sCmd) |
| | execute a given script command
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| void | Pause () |
| | pause the sequence infinitely until some one resumes it. More...
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| void | Turn (float fAngleAbsolute) |
| | turn the character to face a given absolute direction in radian value. More...
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void | MoveForward (float fDistance) |
| | move forward using the current facing a given distance
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void | MoveBack (float fDistance) |
| | move backward using the current facing a given distance
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void | MoveLeft (float fDistance) |
| | move left using the current facing a given distance
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void | MoveRight (float fDistance) |
| | move right using the current facing a given distance
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void | Jump () |
| | Jump once.
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| void | Goto (int nOffset) |
| | offset the current sequence commands by a given steps. More...
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| void | Goto (const string &sLable) |
| | offset to a label, if label not found, it will wrap to the beginning. More...
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| void | Lable (const string &sLable) |
| | add a new label at the current position. More...
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| CBipedController (CAIBase *pAI) |
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| bool | IsActive () |
| | check whether the controller is active(not suspended). More...
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| virtual void | Suspend () |
| | suspend the controller, so it does not take effects on the next frame move. More...
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| virtual void | Resume () |
| | resume the controller. More...
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| virtual void | SetTime (float fTime) |
| | set the internal timer. More...
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float | GetTime () |
| | get the current movie time
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| IGameObject * | GetClosestBiped (IGameObject *pInput) |
| | get the biped in the perceived biped list, which is closet to the current biped. More...
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| IGameObject * | FindBiped (IGameObject *pInput, const std::string &searchString) |
| | Find a biped with a matching name. More...
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| CBipedObject * | GetBiped () |
| | get the biped, to which this biped controller is associated. More...
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| void | SetAI (CAIBase *pAI) |
| | set the AI object to which this object is associated. More...
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A sequence controller is a biped controller which moves the biped according to some predefined sequence.