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H7WarUnitAnimControl

Class in MMH7Game · MMH7Game.H7WarUnitAnimControl

Object › Actor › H7WarUnitAnimControl

Using it from Lua
h7.find_all("H7WarUnitAnimControl")            -- live instances
h7.find_class("MMH7Game.H7WarUnitAnimControl")   -- the class
h7.hook("MMH7Game.H7WarUnitAnimControl.FinishDying", fn)

Properties

NameTypeNotes
mAnimationsAnimationData[EWarUnitAnimation]protected
mAnimEventsarray<H7WarfareEvent>protected
mAnimNodeAnimNodePlayCustomAnimprotected
mAnimNode2AnimNodePlayCustomAnimprotected
mCurrentAnimH7StructsAndEnums.EWarUnitAnimationprotected
mDeadBlendAnimNodeBlendListprotected
mDeadBlend2AnimNodeBlendListprotected
mOwnerH7WarUnitprotected
mProjectileH7USSProjectileprotected

Functions

NameDeclaration
FinishDyingprotected function FinishDying()
GetCurrentAnimNodeTimeLeftfunction float GetCurrentAnimNodeTimeLeft()
GetEventTimeprotected function float GetEventTime(H7StructsAndEnumsNative.EWarfareUnitEventType EventType)
Initfunction Init(H7WarUnit warunitOwner, SkeletalMeshComponent SkelComp, SkeletalMeshComponent skelComp2, array<H7WarfareEvent> warunitEvents)
OnFinishedAnimFuncdelegate OnFinishedAnimFunc()
OnRangeAttackShootfunction OnRangeAttackShoot()
OnShootFuncdelegate OnShootFunc()
PlayAnimfunction PlayAnim(H7StructsAndEnums.EWarUnitAnimation wuAnimation)
PlayCustomAnimOnAllprotected function PlayCustomAnimOnAll(H7StructsAndEnums.EWarUnitAnimation animId, float Rate, float BlendInTime, float BlendOutTime, bool doLooping, bool doOverride)
StopCustomAnimOnAllprotected function StopCustomAnimOnAll(H7StructsAndEnums.EWarUnitAnimation 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.H7WarUnitAnimControl.<State>.<Function>.

StateFunctions
DoAbilityBeginState
DyingBeginState
HittingBeginState
IdlingBeginState
RangeAttackingBeginState

Default values

mAnimations[0]=(AnimNode=none,AnimName="Idle",StateName="Idling")
mAnimations[1]=(AnimNode=none,AnimName="Attack",StateName="RangeAttacking")
mAnimations[2]=(AnimNode=none,AnimName="Attack20Left",StateName="RangeAttacking")
mAnimations[3]=(AnimNode=none,AnimName="Attack36Left",StateName="RangeAttacking")
mAnimations[4]=(AnimNode=none,AnimName="Attack20Right",StateName="RangeAttacking")
mAnimations[5]=(AnimNode=none,AnimName="Attack36Right",StateName="RangeAttacking")
mAnimations[6]=(AnimNode=none,AnimName="Hit",StateName="Hitting")
mAnimations[7]=(AnimNode=none,AnimName="Ability",StateName="DoAbility")
mAnimations[8]=(AnimNode=none,AnimName="Die",StateName="Dying")
CollisionType=ECollisionType.COLLIDE_CustomDefault

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions