#include <animator.h>
Inheritance diagram for AnimatorController:


Public Member Functions | |
| AnimatorController () | |
| AnimatorController (const AnimatorController< AnimationType > &rkController) | |
| virtual | ~AnimatorController () |
| virtual bool | AddAnimation (AnimationType *pkAnimation) |
| virtual bool | SetCurrentAnimation (unsigned int uiID) |
| virtual bool | SetCurrentAnimation (const HashString &rstrName) |
| virtual void | Update (float fDeltaTime) |
| const std::vector< AnimationType * > & | GetAnimations () const |
| AnimationType * | GetCurrentAnimation () |
| bool | IsActive () const |
| virtual void | Activate () |
| virtual void | Deactivate () |
| bool | Toggle () |
Protected Attributes | |
| std::vector< AnimationType * > | m_vpkAnimations |
| unsigned int | m_uiCurAnim |
| AnimationType * | m_pkCurAnim |
| bool | m_bActive |
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Copy data from reference animator object
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Delete animations |
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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 AnimatedNode, AnimatedSubMesh, NodeAnimatorController, Skeleton, and SubMeshAnimatorController. |
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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 |
1.3.5