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) | |
represent hand state base
Class comes with entry/update/exit hooks that can be overriden in custom states
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nested state machine (or null)
References m_parentState, and m_Player.
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References m_parentState.
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References HandStartReplacingItemElsewhereWithNewInHands().
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References HandStartReplacingItemInHands().
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specific action sub-type
References m_Action.
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Referenced by HandReplacingItemElsewhereWithNewInHands().
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Referenced by HandReplacingItemInHands().
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query for entity in hands
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References m_FSM.
Referenced by AddTransition(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().
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idle state does not expect any animation events
Referenced by OnHandsStateChanged().
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waiting for active animation action/actionType finish
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References CGame::ClearJunctureEx(), GetGame(), and m_Player.
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References CGame::ClearJunctureEx(), GetGame(), and m_Player.
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References CGame::ClearJunctureEx(), GetGame(), m_Entity, and m_Player.
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References CGame::ClearJunctureEx(), GetGame(), and m_Player.
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References HasFSM(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSM, ToString(), and Type.
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References GameInventory::c_InventoryReservationTimeoutShortMS, GetGame(), m_Dst1, and m_Dst2.
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References GameInventory::c_InventoryReservationTimeoutShortMS, HandEventBase::m_Dst, m_Entity, and m_Player.
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References Error(), hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().
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References SyncAnimState().
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References HasFSM(), hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSM, ToString(), and Type.
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References CGame::ClearJunctureEx(), GetGame(), and m_Player.
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References CGame::ClearJunctureEx(), GetGame(), and m_Player.
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References m_Player.
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References hndDebugPrint(), and LogManager::IsInventoryHFSMLogEnable().
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called on current state when state machine has changed its state
[in] | src | from state (previous) |
[in] | dst | to state (current) |
References m_Player.
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called when sub-machine has changed its state
[in] | src | from state (previous) |
[in] | dst | to state (current) |
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References SyncAnimState().
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allows construction of hierarchical state machine
References m_parentState.
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action to be played
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Referenced by OnEntry().
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Referenced by OnEntry().
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hierarchical parent state of this state (or null)
Referenced by AddTransition(), GetFSM(), HasFSM(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent().
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weapon to be taken
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entity that this state relates to
Referenced by GetParentState(), HandStateBase(), and SetParentState().
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Referenced by HandStateBase(), and OnStateChanged().
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Referenced by OnEntry().
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Referenced by OnEntry().
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