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CharacterFSMStateCb.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
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class
CharacterFSMStateCb
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{
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private
void
CharacterFSMStateCb();
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proto external
bool
IsStateFinished();
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proto external
bool
IsStateRunning();
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proto external
bool
IsStateIn();
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proto external
bool
IsStateLoop();
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proto external
bool
IsStateOut();
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// callbacks
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event
protected
void
OnInit
(
CharacterFSMState
state,
CharacterEntity
character);
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event
protected
void
OnFinished
(
CharacterFSMState
state,
CharacterEntity
character);
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event
protected
void
OnCanceled
(
CharacterFSMState
state,
CharacterEntity
character);
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event
protected
void
OnMainLogicUpdate
(
CharacterFSMState
state,
CharacterEntity
character,
float
timeSlice);
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event
protected
void
OnPreAnimUpdate
(
CharacterFSMState
state,
CharacterEntity
character,
float
timeSlice,
bool
isSimulatedProxy);
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event
protected
void
OnPostAnimUpdate
(
CharacterFSMState
state,
CharacterEntity
character,
float
timeSlice,
bool
isSimulatedProxy);
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}
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CharacterEntity
Definition
CharacterEntity.c:13
CharacterFSMStateCb::OnCanceled
void OnCanceled(CharacterFSMState state, CharacterEntity character)
CharacterFSMStateCb::OnPostAnimUpdate
void OnPostAnimUpdate(CharacterFSMState state, CharacterEntity character, float timeSlice, bool isSimulatedProxy)
CharacterFSMStateCb::OnInit
void OnInit(CharacterFSMState state, CharacterEntity character)
CharacterFSMStateCb::OnMainLogicUpdate
void OnMainLogicUpdate(CharacterFSMState state, CharacterEntity character, float timeSlice)
CharacterFSMStateCb::OnFinished
void OnFinished(CharacterFSMState state, CharacterEntity character)
CharacterFSMStateCb::OnPreAnimUpdate
void OnPreAnimUpdate(CharacterFSMState state, CharacterEntity character, float timeSlice, bool isSimulatedProxy)
CharacterFSMState
Definition
CharacterFSMState.c:16
scripts
GameLib
generated
Components
Character
CharacterFSMStateCb.c
Generated by
1.17.0