class HandStateBaseSource
View all 20 descendants
- HandAnimatedForceSwapping
- HandAnimatedForceSwapping_Inst
- HandAnimatedMoveToDst_W4T_Basic
- HandAnimatedMovingToAtt
- HandAnimatedSwapping
- HandAnimatedTakingFromAtt
- HandReplacingItemElsewhereWithNewInHands
- HandReplacingItemInHands
- HandStableState
- HandStartAction
- HandStartReplacingItemElsewhereWithNewInHands
- HandStartReplacingItemInHands
represent hand state base
Class comes with entry/update/exit hooks that can be overriden in custom states
Constructors 1
void HandStateBase(Man player = NULL, HandStateBase parent = NULL)Members 3
Man m_Playerentity that this state relates to
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, HandAnimatedForceSwapping_Inst.OnEntry(), HandAnimatedForceSwapping_Inst.OnExit(), HandAnimatedMoveToDst_W4T.OnEntry(), HandAnimatedMoveToDst_W4T_Basic.OnEntry(), HandAnimatedMovingToAtt.OnAbort(), HandAnimatedMovingToAtt.OnEntry(), HandAnimatedMovingToAtt.OnExit(), HandAnimatedSwapping.OnAbort(), HandAnimatedSwapping.OnEntry(), HandAnimatedSwapping.OnExit(), HandAnimatedTakingFromAtt.OnAbort(), HandAnimatedTakingFromAtt.OnEntry(), HandAnimatedTakingFromAtt.OnExit(), HandForceSwappingAnimated_Show.OnEntry(), HandStateBase(), OnStateChanged(), and HandTakingAnimated_Show.OnEntry()HandStateBase m_parentStatehierarchical parent state of this state (or null)
ref HandFSM m_FSMnested state machine (or null)
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, HandAnimatedSwapping.HandAnimatedSwapping(), HandAnimatedTakingFromAtt.HandAnimatedTakingFromAtt(), HandReplacingItemElsewhereWithNewInHands.HandReplacingItemElsewhereWithNewInHands(), HandReplacingItemInHands.HandReplacingItemInHands(), AddTransition(), GetFSM(), HasFSM(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), and ProcessEvent()Methods 14
void SetParentState(HandStateBase parent)allows construction of hierarchical state machine
HandStateBase GetParentState()Returns: state that owns this sub-state (or null if plain state)
bool HasFSM()Show 3 more
, OnEntry(), OnUpdate(), and ProcessEvent()bool ProcessEvent(HandEventBase e)void AddTransition(HandTransition t)adds transition into m_FSM transition table
void OnEntry(HandEventBase e)called upon entry to state @NOTE if state has (non-running) sub-machine, it's started on entry
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e - the event that triggered transition to this state
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, HandAnimatedMovingToAtt.OnEntry(), HandAnimatedSwapping.OnEntry(), HandAnimatedTakingFromAtt.OnEntry(), HandReplacingItemInHands.OnEntry(), HandStableState.OnEntry(), HandStartAction.OnEntry(), HandStartReplacingItemElsewhereWithNewInHands.OnEntry(), and HandStartReplacingItemInHands.OnEntry()void OnUpdate(float dt)ongoing behavior, performed while being in the state
@NOTE: this is supposed to be the Do() operation in UML speak
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, OnUpdate(), and m_FSMvoid OnAbort(HandEventBase e)called when abort signal arrives
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e - the event that triggered abort from this state
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, HandAnimatedMoveToDst_W4T_Basic.OnAbort(), HandAnimatedMovingToAtt.OnAbort(), HandAnimatedSwapping.OnAbort(), HandAnimatedTakingFromAtt.OnAbort(), HandForceSwappingAnimated_Show.OnAbort(), HandReplacingItemInHands.OnAbort(), HandStableState.OnAbort(), HandStartHidingAnimated.OnAbort(), HandStartReplacingItemElsewhereWithNewInHands.OnAbort(), HandStartReplacingItemInHands.OnAbort(), and HandTakingAnimated_Show.OnAbort()void OnExit(HandEventBase e)called on exit from state
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e - the event that triggered transition from this state
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, LogManager.IsInventoryHFSMLogEnable(), typename.ToString(), Class.Type(), and HandEventBase.m_Playerbool IsWaitingForActionFinish()waiting for active animation action/actionType finish
Returns: true if this state is waiting for finish signal
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, IsWaitingForActionFinish(), and m_FSMbool IsIdle()idle state does not expect any animation events
Returns: true if this state is idle
void OnSubMachineChanged(HandStateBase src, HandStateBase dst)called when sub-machine has changed its state
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src - from state (previous)
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dst - to state (current)
void OnStateChanged(HandStateBase src, HandStateBase dst)called on current state when state machine has changed its state
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src - from state (previous)
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dst - to state (current)