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H7HeroAnimControl

Class in MMH7Game · MMH7Game.H7HeroAnimControl · native

Object › Actor › H7HeroAnimControl

Using it from Lua
h7.find_all("H7HeroAnimControl")            -- live instances
h7.find_class("MMH7Game.H7HeroAnimControl")   -- the class
h7.hook("MMH7Game.H7HeroAnimControl.AddWeaponAttachments", fn)

Properties

NameTypeNotes
mAnimationsAnimationData[EHeroAnimation]protected
mAnimNodesarray<AnimNodePlayCustomAnim>protected
mBigHeadNodesarray<SkelControlSingleBone>protected
mHeroEventsarray<H7HeroEvent>protected
mHeroIdleNodeAnimNodeSequenceprotected
mHeroIdleSoundPlayedboolprotected
mHorseIdleNodeAnimNodeSequenceprotected
mIsOnShipboolprotected
mOwnerH7EditorHeroprotected

Functions

NameDeclaration
AddWeaponAttachmentsfunction AddWeaponAttachments(H7EditorHero heroOwner, SkeletalMeshComponent baseComp, array<H7WeaponAttachment> weaponAttachments, DynamicLightEnvironmentComponent dynamicLightEnv)
CheckMovementTypenative function CheckMovementType()
GetAnimNodesfunction array<AnimNodePlayCustomAnim> GetAnimNodes()
GetBigHeadNodesfunction array<SkelControlSingleBone> GetBigHeadNodes()
GetCurrentAnimNodeTimeLeftfunction float GetCurrentAnimNodeTimeLeft()
GetEventTimeprotected function float GetEventTime(H7StructsAndEnumsNative.EHeroEventType EventType)
Initnative function Init(H7EditorHero heroOwner)
IsPlayingAnimfunction bool IsPlayingAnim()
ModifyRateCurrentAnimationfunction ModifyRateCurrentAnimation(float NewRate)
OnAttackHitfunction OnAttackHit()
OnFinishedAnimFuncdelegate OnFinishedAnimFunc()
OnHitFuncdelegate OnHitFunc()
PlayAnimfunction PlayAnim(H7StructsAndEnums.EHeroAnimation heroAnimation)
PlayCustomAnimOnAllprotected function PlayCustomAnimOnAll(H7StructsAndEnums.EHeroAnimation animId, float Rate, float BlendInTime, float BlendOutTime, bool doLooping, bool doOverride)
SetIdleBridgeFrequencynative function SetIdleBridgeFrequency()
StopCustomAnimOnAllprotected function StopCustomAnimOnAll(H7StructsAndEnums.EHeroAnimation animId, float BlendOutTime)

States

State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7HeroAnimControl.<State>.<Function>.

StateFunctions
AttackingBeginState
DoingAbilityBeginState
DoingVictoryBeginState
IdlingBeginState, EndState
MovingBeginState, EndState
NotInitialized
TurningLeftBeginState
TurningRightBeginState

Default values

mAnimations[0]=(AnimNode=none,AnimName="Idle",StateName="Idling")
mAnimations[1]=(AnimNode=none,AnimName="Move",StateName="Moving")
mAnimations[2]=(AnimNode=none,AnimName="Attack",StateName="Attacking")
mAnimations[3]=(AnimNode=none,AnimName="Ability",StateName="DoingAbility")
mAnimations[4]=(AnimNode=none,AnimName="Turn90Left",StateName="TurningLeft")
mAnimations[5]=(AnimNode=none,AnimName="Turn90Right",StateName="TurningRight")
mAnimations[6]=(AnimNode=none,AnimName="Victory",StateName="DoingVictory")
CollisionType=ECollisionType.COLLIDE_CustomDefault

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions