Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
CharacterFSMState Class Reference
Inheritance diagram for CharacterFSMState:
ScriptAndConfig ScriptAndConfig

Protected Member Functions

void OnInit (CharacterEntity character)
void OnBindAnimControls (CharacterAnimGraphComponent animGraphComponent)
void OnProcessController (CharacterEntity character, float timeSlice)
event bool ActivationCondition (CharacterEntity character)
void OnActivate (CharacterEntity character, CharacterFSMState prevState)
void OnDeactivate (CharacterEntity character)
void OnMainLogicUpdate (CharacterEntity character, float timeSlice)
void OnPreAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)
void OnPostAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)
void OnInit (CharacterEntity character)
void OnBindAnimControls (CharacterAnimGraphComponent animGraphComponent)
void OnProcessController (CharacterEntity character, float timeSlice)
event bool ActivationCondition (CharacterEntity character)
void OnActivate (CharacterEntity character, CharacterFSMState prevState)
void OnDeactivate (CharacterEntity character)
void OnMainLogicUpdate (CharacterEntity character, float timeSlice)
void OnPreAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)
void OnPostAnimUpdate (CharacterEntity character, float timeSlice, bool isSimulatedProxy)

Detailed Description

Base class for FSM state instance

Definition at line 15 of file CharacterFSMState.c.

Member Function Documentation

◆ ActivationCondition() [1/2]

event bool CharacterFSMState::ActivationCondition ( CharacterEntity character)
protected

scripted activation condition

◆ ActivationCondition() [2/2]

event bool CharacterFSMState::ActivationCondition ( CharacterEntity character)
protected

scripted activation condition

◆ OnActivate() [1/2]

void CharacterFSMState::OnActivate ( CharacterEntity character,
CharacterFSMState prevState )
protected

script event called when state is activated

◆ OnActivate() [2/2]

void CharacterFSMState::OnActivate ( CharacterEntity character,
CharacterFSMState prevState )
protected

script event called when state is activated

◆ OnBindAnimControls() [1/2]

void CharacterFSMState::OnBindAnimControls ( CharacterAnimGraphComponent animGraphComponent)
protected

script event called when state is created - animation controls binding should happen here

◆ OnBindAnimControls() [2/2]

void CharacterFSMState::OnBindAnimControls ( CharacterAnimGraphComponent animGraphComponent)
protected

script event called when state is created - animation controls binding should happen here

◆ OnDeactivate() [1/2]

void CharacterFSMState::OnDeactivate ( CharacterEntity character)
protected

script event called when state is deactivated

◆ OnDeactivate() [2/2]

void CharacterFSMState::OnDeactivate ( CharacterEntity character)
protected

script event called when state is deactivated

◆ OnInit() [1/2]

void CharacterFSMState::OnInit ( CharacterEntity character)
protected

script event for initialization

◆ OnInit() [2/2]

void CharacterFSMState::OnInit ( CharacterEntity character)
protected

script event for initialization

◆ OnMainLogicUpdate() [1/2]

void CharacterFSMState::OnMainLogicUpdate ( CharacterEntity character,
float timeSlice )
protected

script event called during MainLogic phase

◆ OnMainLogicUpdate() [2/2]

void CharacterFSMState::OnMainLogicUpdate ( CharacterEntity character,
float timeSlice )
protected

script event called during MainLogic phase

◆ OnPostAnimUpdate() [1/2]

void CharacterFSMState::OnPostAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PostAnim phase

◆ OnPostAnimUpdate() [2/2]

void CharacterFSMState::OnPostAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PostAnim phase

◆ OnPreAnimUpdate() [1/2]

void CharacterFSMState::OnPreAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PreAnim phase

◆ OnPreAnimUpdate() [2/2]

void CharacterFSMState::OnPreAnimUpdate ( CharacterEntity character,
float timeSlice,
bool isSimulatedProxy )
protected

script event called during PreAnim phase

◆ OnProcessController() [1/2]

void CharacterFSMState::OnProcessController ( CharacterEntity character,
float timeSlice )
protected

script event called for activated fullbody state before the state is simulated

◆ OnProcessController() [2/2]

void CharacterFSMState::OnProcessController ( CharacterEntity character,
float timeSlice )
protected

script event called for activated fullbody state before the state is simulated


The documentation for this class was generated from the following file: