H7HeroAnimControl¶
Class in MMH7Game · MMH7Game.H7HeroAnimControl · native
Object › Actor › H7HeroAnimControl
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
mAnimations | AnimationData[EHeroAnimation] | protected |
mAnimNodes | array<AnimNodePlayCustomAnim> | protected |
mBigHeadNodes | array<SkelControlSingleBone> | protected |
mHeroEvents | array<H7HeroEvent> | protected |
mHeroIdleNode | AnimNodeSequence | protected |
mHeroIdleSoundPlayed | bool | protected |
mHorseIdleNode | AnimNodeSequence | protected |
mIsOnShip | bool | protected |
mOwner | H7EditorHero | protected |
Functions¶
| Name | Declaration |
|---|---|
AddWeaponAttachments | function AddWeaponAttachments(H7EditorHero heroOwner, SkeletalMeshComponent baseComp, array<H7WeaponAttachment> weaponAttachments, DynamicLightEnvironmentComponent dynamicLightEnv) |
CheckMovementType | native function CheckMovementType() |
GetAnimNodes | function array<AnimNodePlayCustomAnim> GetAnimNodes() |
GetBigHeadNodes | function array<SkelControlSingleBone> GetBigHeadNodes() |
GetCurrentAnimNodeTimeLeft | function float GetCurrentAnimNodeTimeLeft() |
GetEventTime | protected function float GetEventTime(H7StructsAndEnumsNative.EHeroEventType EventType) |
Init | native function Init(H7EditorHero heroOwner) |
IsPlayingAnim | function bool IsPlayingAnim() |
ModifyRateCurrentAnimation | function ModifyRateCurrentAnimation(float NewRate) |
OnAttackHit | function OnAttackHit() |
OnFinishedAnimFunc | delegate OnFinishedAnimFunc() |
OnHitFunc | delegate OnHitFunc() |
PlayAnim | function PlayAnim(H7StructsAndEnums.EHeroAnimation heroAnimation) |
PlayCustomAnimOnAll | protected function PlayCustomAnimOnAll(H7StructsAndEnums.EHeroAnimation animId, float Rate, float BlendInTime, float BlendOutTime, bool doLooping, bool doOverride) |
SetIdleBridgeFrequency | native function SetIdleBridgeFrequency() |
StopCustomAnimOnAll | protected 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>.
| State | Functions |
|---|---|
| Attacking | BeginState |
| DoingAbility | BeginState |
| DoingVictory | BeginState |
| Idling | BeginState, EndState |
| Moving | BeginState, EndState |
| NotInitialized | |
| TurningLeft | BeginState |
| TurningRight | BeginState |
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¶
| From | Members |
|---|---|
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |