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HandStateBase Class Reference

represent hand state base More...

Private Member Functions

override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 waiting for active animation action/actionType finish
 
void HandAnimatedForceSwapping (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedForceSwapping_Inst (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedMovingToAtt (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedSwapping (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandAnimatedTakingFromAtt (Man player=null, HandStateBase parent=null)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandStartReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandReplacingItemElsewhereWithNewInHands (Man player=NULL, HandStateBase parent=NULL)
 
void HandStartReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandReplacingItemInHands (Man player=NULL, HandStateBase parent=NULL)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
void HandStableState (Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
 
void SyncAnimState ()
 
override void OnEntry (HandEventBase e)
 
override void OnUpdate (float dt)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsIdle ()
 idle state does not expect any animation events
 
int GetCurrentStateID ()
 
bool HasEntityInHands ()
 query for entity in hands
 
void HandStartAction (Man player=NULL, HandStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 specific action sub-type
 
override void OnEntry (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsIdle ()
 
void HandStateBase (Man player=NULL, HandStateBase parent=NULL)
 nested state machine (or null)
 
void SetParentState (HandStateBase parent)
 allows construction of hierarchical state machine
 
HandStateBase GetParentState ()
 
bool HasFSM ()
 
HandFSM GetFSM ()
 
bool ProcessEvent (HandEventBase e)
 
void AddTransition (HandTransition t)
 adds transition into m_FSM transition table
 
void OnEntry (HandEventBase e)
 
void OnUpdate (float dt)
 
void OnAbort (HandEventBase e)
 
void OnExit (HandEventBase e)
 
bool IsWaitingForActionFinish ()
 
bool IsIdle ()
 
void OnSubMachineChanged (HandStateBase src, HandStateBase dst)
 called when sub-machine has changed its state
 
void OnStateChanged (HandStateBase src, HandStateBase dst)
 called on current state when state machine has changed its state
 

Private Attributes

ref InventoryLocation m_Dst
 
ref InventoryLocation m_Src1 = null
 
ref InventoryLocation m_Src2 = null
 
ref InventoryLocation m_Dst1 = null
 
ref InventoryLocation m_Dst2 = null
 
ref HandStartHidingAnimated m_Start
 
ref HandAnimatedMoveToDst_W4T m_Show
 
ref HandAnimatedMoveToDst_W4T_Basic m_Hide
 
ref HandForceSwappingAnimated_Show m_Swap
 
EntityAI m_Entity
 
ref HandStartHidingAnimated m_Hide
 weapon to be taken
 
ref InventoryLocation m_ilEntity
 
ref HandSwappingAnimated_Show m_Show
 
ref HandTakingAnimated_Hide m_Hide
 
ref HandTakingAnimated_Show m_Show
 
ref HandStartReplacingItemElsewhereWithNewInHands m_Replacing
 
ref HandStartReplacingItemInHands m_Replacing
 
int m_AnimState
 
WeaponActions m_Action
 
int m_ActionType
 action to be played
 
Man m_Player
 
HandStateBase m_parentState
 entity that this state relates to
 
ref HandFSM m_FSM
 hierarchical parent state of this state (or null)
 

Detailed Description

represent hand state base

Class comes with entry/update/exit hooks that can be overriden in custom states

Constructor & Destructor Documentation

◆ HandStateBase()

void HandStateBase ( Man  player = NULL,
HandStateBase  parent = NULL 
)
inlineprivate

nested state machine (or null)

References m_parentState, and m_Player.

Member Function Documentation

◆ AddTransition()

AddTransition ( HandTransition  t)
inlineprivate

adds transition into m_FSM transition table

References Error(), HasFSM(), and m_FSM.

◆ GetCurrentStateID()

int GetCurrentStateID ( )
inlineprivate

◆ GetFSM()

HandFSM GetFSM ( )
inlineprivate

References m_FSM.

◆ GetParentState()

GetParentState ( )
inlineprivate
Returns
state that owns this sub-state (or null if plain state)

References m_parentState.

◆ HandAnimatedForceSwapping()

void HandAnimatedForceSwapping ( Man  player = null,
HandStateBase  parent = null 
)
inlineprivate

◆ HandAnimatedForceSwapping_Inst()

void HandAnimatedForceSwapping_Inst ( Man  player = null,
HandStateBase  parent = null 
)
inlineprivate

◆ HandAnimatedMovingToAtt()

void HandAnimatedMovingToAtt ( Man  player = null,
HandStateBase  parent = null 
)
inlineprivate

◆ HandAnimatedSwapping()

void HandAnimatedSwapping ( Man  player = null,
HandStateBase  parent = null 
)
inlineprivate

◆ HandAnimatedTakingFromAtt()

void HandAnimatedTakingFromAtt ( Man  player = null,
HandStateBase  parent = null 
)
inlineprivate

◆ HandReplacingItemElsewhereWithNewInHands()

void HandReplacingItemElsewhereWithNewInHands ( Man  player = NULL,
HandStateBase  parent = NULL 
)
inlineprivate

◆ HandReplacingItemInHands()

void HandReplacingItemInHands ( Man  player = NULL,
HandStateBase  parent = NULL 
)
inlineprivate

◆ HandStableState()

void HandStableState ( Man  player = NULL,
HandStateBase  parent = NULL,
int  anim_state = -1 
)
inlineprivate

◆ HandStartAction()

void HandStartAction ( Man  player = NULL,
HandStateBase  parent = NULL,
WeaponActions  action = WeaponActions.NONE,
int  actionType = -1 
)
inlineprivate

specific action sub-type

References m_Action.

◆ HandStartReplacingItemElsewhereWithNewInHands()

void HandStartReplacingItemElsewhereWithNewInHands ( Man  player = NULL,
HandStateBase  parent = NULL 
)
inlineprivate

◆ HandStartReplacingItemInHands()

void HandStartReplacingItemInHands ( Man  player = NULL,
HandStateBase  parent = NULL 
)
inlineprivate

◆ HasEntityInHands()

bool HasEntityInHands ( )
inlineprivate

query for entity in hands

◆ HasFSM()

bool HasFSM ( )
inlineprivate

◆ IsIdle() [1/3]

IsIdle ( )
inlineprivate

idle state does not expect any animation events

Returns
true if this state is idle

Referenced by OnHandsStateChanged().

◆ IsIdle() [2/3]

override bool IsIdle ( )
inlineprivate

◆ IsIdle() [3/3]

bool IsIdle ( )
inlineprivate

◆ IsWaitingForActionFinish() [1/4]

IsWaitingForActionFinish ( )
inlineprivate

waiting for active animation action/actionType finish

Returns
true if this state is waiting for finish signal

◆ IsWaitingForActionFinish() [2/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [3/4]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [4/4]

bool IsWaitingForActionFinish ( )
inlineprivate

References HasFSM(), and m_FSM.

◆ OnAbort() [1/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [2/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [3/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [4/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [5/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [6/11]

◆ OnAbort() [7/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [8/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [9/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [10/11]

override void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnAbort() [11/11]

void OnAbort ( HandEventBase  e)
inlineprivate

◆ OnEntry() [1/12]

◆ OnEntry() [2/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [3/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [4/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [5/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [6/12]

◆ OnEntry() [7/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [8/12]

◆ OnEntry() [9/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnEntry() [10/12]

override void OnEntry ( HandEventBase  e)
inlineprivate

References SyncAnimState().

◆ OnEntry() [11/12]

◆ OnEntry() [12/12]

void OnEntry ( HandEventBase  e)
inlineprivate

◆ OnExit() [1/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [2/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [3/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [4/12]

override void OnExit ( HandEventBase  e)
inlineprivate

References GetGame(), m_Entity, and m_Player.

◆ OnExit() [5/12]

override void OnExit ( HandEventBase  e)
inlineprivate

References GetGame(), and m_Player.

◆ OnExit() [6/12]

override void OnExit ( HandEventBase  e)
inlineprivate

References m_Player.

◆ OnExit() [7/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [8/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [9/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [10/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [11/12]

override void OnExit ( HandEventBase  e)
inlineprivate

◆ OnExit() [12/12]

void OnExit ( HandEventBase  e)
inlineprivate

◆ OnStateChanged()

OnStateChanged ( HandStateBase  src,
HandStateBase  dst 
)
inlineprivate

called on current state when state machine has changed its state

Parameters
[in]srcfrom state (previous)
[in]dstto state (current)

References m_Player.

◆ OnSubMachineChanged()

OnSubMachineChanged ( HandStateBase  src,
HandStateBase  dst 
)
inlineprivate

called when sub-machine has changed its state

Parameters
[in]srcfrom state (previous)
[in]dstto state (current)

◆ OnUpdate() [1/2]

override void OnUpdate ( float  dt)
inlineprivate

References SyncAnimState().

◆ OnUpdate() [2/2]

void OnUpdate ( float  dt)
inlineprivate

References HasFSM(), and m_FSM.

◆ ProcessEvent()

bool ProcessEvent ( HandEventBase  e)
inlineprivate

References HasFSM(), and m_FSM.

◆ SetParentState()

SetParentState ( HandStateBase  parent)
inlineprivate

allows construction of hierarchical state machine

References m_parentState.

◆ SyncAnimState()

void SyncAnimState ( )
inlineprivate

Field Documentation

◆ m_Action

WeaponActions m_Action
private

◆ m_ActionType

int m_ActionType
private

action to be played

◆ m_AnimState

int m_AnimState
private

◆ m_Dst

ref InventoryLocation m_Dst
private

◆ m_Dst1

ref InventoryLocation m_Dst1 = null
private

Referenced by OnEntry().

◆ m_Dst2

ref InventoryLocation m_Dst2 = null
private

Referenced by OnEntry().

◆ m_Entity

EntityAI m_Entity
private

◆ m_FSM

ref HandFSM m_FSM
private

hierarchical parent state of this state (or null)

Referenced by AddTransition(), GetFSM(), HasFSM(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().

◆ m_Hide [1/3]

ref HandStartHidingAnimated m_Hide
private

◆ m_Hide [2/3]

ref HandStartHidingAnimated m_Hide
private

weapon to be taken

◆ m_Hide [3/3]

ref HandTakingAnimated_Hide m_Hide
private

◆ m_ilEntity

ref InventoryLocation m_ilEntity
private

◆ m_parentState

HandStateBase m_parentState
private

entity that this state relates to

Referenced by GetParentState(), HandStateBase(), and SetParentState().

◆ m_Player

Man m_Player
private

Referenced by HandStateBase(), and OnStateChanged().

◆ m_Replacing [1/2]

◆ m_Replacing [2/2]

ref HandStartReplacingItemInHands m_Replacing
private

◆ m_Show [1/3]

ref HandAnimatedMoveToDst_W4T m_Show
private

◆ m_Show [2/3]

ref HandSwappingAnimated_Show m_Show
private

◆ m_Show [3/3]

ref HandTakingAnimated_Show m_Show
private

◆ m_Src1

ref InventoryLocation m_Src1 = null
private

Referenced by OnEntry().

◆ m_Src2

ref InventoryLocation m_Src2 = null
private

Referenced by OnEntry().

◆ m_Start

ref HandStartHidingAnimated m_Start
private

◆ m_Swap

ref HandForceSwappingAnimated_Show m_Swap
private

The documentation for this class was generated from the following files: