Class AdvancedAnimator
java.lang.Object
zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator
- All Implemented Interfaces:
IAnimEventCallback
Created by LEMMYMAIN on 26/01/2015.
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Field Summary
Fields -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic voidbooleanReturns TRUE if any Actuve Live nodes are an Idle animation.booleancontainsState(String stateName) voiddecrementWhileAliveFlag(AnimationVariableReference variableReference, boolean whileAliveValue) voidGetDebug()getSubLayerAt(int idx) intvoidincrementWhileAliveFlag(AnimationVariableReference variableReference, boolean whileAliveValue) voidinit(IAnimatable character) voidinvokeGlobalAnimEvent(AnimEvent event) booleanvoidOnAnimDataChanged(boolean reload) voidOnAnimEvent(AnimLayer sender, AnimationTrack track, AnimEvent event) voidprintDebugCharacterActions(String target) voidvoidReload()voidrender()voidreset()voidsetAnimSet(AnimationSet aset) voidsetDebugMonitor(AnimatorDebugMonitor monitor) voidvoidvoidstatic voidvoidupdate(float deltaT) voidupdateSpeedScale(String variable, float newSpeed)
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Field Details
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animSet
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animCallbackHandlers
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motionScale
public static float motionScale -
rotationScale
public static float rotationScale
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Constructor Details
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AdvancedAnimator
public AdvancedAnimator()
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Method Details
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systemInit
public static void systemInit() -
checkModifiedFiles
public static void checkModifiedFiles() -
GetDebug
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OnAnimDataChanged
public void OnAnimDataChanged(boolean reload) -
reset
public void reset() -
Reload
public void Reload() -
init
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setAnimSet
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OnAnimEvent
- Specified by:
OnAnimEventin interfaceIAnimEventCallback
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invokeGlobalAnimEvent
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getCurrentStateName
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containsState
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setState
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setState
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setState
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update
public void update(float deltaT) -
FindTransitionsFromProxy
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ProcessTransitions
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render
public void render() -
printDebugCharacterActions
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debugGetVariables
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getDebugMonitor
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setDebugMonitor
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getCharacter
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updateSpeedScale
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containsAnyIdleNodes
public boolean containsAnyIdleNodes()Returns TRUE if any Actuve Live nodes are an Idle animation. This is useful when determining if the character is currently Idle. eg. For adding variations to standing around, like fidgeting, sneezing, etc. -
getRootLayer
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getSubLayerCount
public int getSubLayerCount() -
getSubLayerAt
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isRecording
public boolean isRecording() -
incrementWhileAliveFlag
public void incrementWhileAliveFlag(AnimationVariableReference variableReference, boolean whileAliveValue) -
decrementWhileAliveFlag
public void decrementWhileAliveFlag(AnimationVariableReference variableReference, boolean whileAliveValue)
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