#include <skeletonanimator.h>
Inheritance diagram for SkeletonAnimatorController:
Public Member Functions | |
SkeletonAnimatorController () | |
SkeletonAnimatorController (const SkeletonAnimatorController &rkController) | |
virtual | ~SkeletonAnimatorController () |
virtual bool | AddAnimation (SkeletonAnimation *pkAnimation) |
virtual bool | SetCurrentAnimation (unsigned int uiID) |
virtual bool | SetCurrentAnimation (const HashString &rstrName) |
virtual void | Update (float fDeltaTime) |
const std::vector< SkeletonAnimation * > & | GetAnimations () const |
SkeletonAnimation * | GetCurrentAnimation () |
bool | IsActive () const |
virtual void | Activate () |
virtual void | Deactivate () |
bool | Toggle () |
Protected Attributes | |
std::vector< SkeletonAnimation * > | m_vpkAnimations |
unsigned int | m_uiCurAnim |
SkeletonAnimation * | m_pkCurAnim |
bool | m_bActive |
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Add new animation
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Set current animation by ID
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Set current animation by name
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Update current animation
Reimplemented from UpdateEntity. Reimplemented in Skeleton. |
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Query state of object
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Activate object |
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Deactivate object |
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Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
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Animations |
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Current animation |
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Current animation object ptr |
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Active flag |