C# 클래스 CryEngine.EntityBase

Represents an CryENGINE entity
상속: CryScriptInstance
파일 보기 프로젝트 열기: PoppermostProductions/CryMono 1 사용 예제들

Private Properties

프로퍼티 타입 설명
Physicalize void

공개 메소드들

메소드 설명
AddMovement ( CryEngine.EntityMovementRequest &request ) : void

Requests movement at the specified slot, providing an animated character is currently loaded.

DePhysicalize ( ) : void
FreeSlot ( int slot ) : void

Frees the specified slot of all objects.

GetAttachment ( int index, int characterSlot ) : Attachment

Gets the attachment at the specified slot and index.

GetAttachment ( string name, int characterSlot ) : Attachment

Gets the attachment by name at the specified slot.

GetAttachmentCount ( int characterSlot ) : int

Gets the number of attachments at the specified character slot.

GetJointAbsolute ( string jointName, int characterSlot ) : QuatT

Gets the absolute of the specified joint

GetJointRelative ( string jointName, int characterSlot ) : QuatT

Gets the relative of the specified joint

GetObjectFilePath ( int slot ) : string

Gets the path to the currently loaded object.

GetSlotFlags ( int slot ) : EntitySlotFlags

Retrieves the flags of the specified slot.

LoadLight ( LightParams parameters, int slot = 1 ) : int

Loads a light source to the specified slot, or to the next available slot.

LoadObject ( string name, int slot ) : bool

Loads a mesh for this entity. Can optionally load multiple meshes using entity slots.

LoadParticleEmitter ( ParticleEffect particleEffect, ParticleSpawnParameters &spawnParams, int slot = -1 ) : ParticleEmitter
PlayAnimation ( string animationName, AnimationFlags flags, int slot, int layer, float blend = 0.175f, float speed = 1.0f ) : void

Plays a raw animation.

Remove ( bool forceRemoveNow = false ) : void

Removes the entity from the CryEngine world.

RemoveAllLinks ( ) : void
SetSlotFlags ( EntitySlotFlags flags, int slot ) : void

Sets the flags of the specified slot.

StopAnimation ( int slot, int layer, float blendOutTime ) : void

Stops the currently playing animation.

비공개 메소드들

메소드 설명
Physicalize ( PhysicalizationParams physicalizationParams ) : void

메소드 상세

AddMovement() 공개 메소드

Requests movement at the specified slot, providing an animated character is currently loaded.
public AddMovement ( CryEngine.EntityMovementRequest &request ) : void
request CryEngine.EntityMovementRequest
리턴 void

DePhysicalize() 공개 메소드

public DePhysicalize ( ) : void
리턴 void

FreeSlot() 공개 메소드

Frees the specified slot of all objects.
public FreeSlot ( int slot ) : void
slot int
리턴 void

GetAttachment() 공개 메소드

Gets the attachment at the specified slot and index.
public GetAttachment ( int index, int characterSlot ) : Attachment
index int Attachment index
characterSlot int Index of the character slot we wish to get an attachment from
리턴 Attachment

GetAttachment() 공개 메소드

Gets the attachment by name at the specified slot.
public GetAttachment ( string name, int characterSlot ) : Attachment
name string Attachment name
characterSlot int Index of the character slot we wish to get an attachment from
리턴 Attachment

GetAttachmentCount() 공개 메소드

Gets the number of attachments at the specified character slot.
public GetAttachmentCount ( int characterSlot ) : int
characterSlot int Index of the slot we wish to get the attachment count of
리턴 int

GetJointAbsolute() 공개 메소드

Gets the absolute of the specified joint
public GetJointAbsolute ( string jointName, int characterSlot ) : QuatT
jointName string Name of the joint
characterSlot int Slot containing the character
리턴 QuatT

GetJointRelative() 공개 메소드

Gets the relative of the specified joint
public GetJointRelative ( string jointName, int characterSlot ) : QuatT
jointName string Name of the joint
characterSlot int Slot containing the character
리턴 QuatT

GetObjectFilePath() 공개 메소드

Gets the path to the currently loaded object.
public GetObjectFilePath ( int slot ) : string
slot int Slot containing the object we want to know the path of.
리턴 string

GetSlotFlags() 공개 메소드

Retrieves the flags of the specified slot.
public GetSlotFlags ( int slot ) : EntitySlotFlags
slot int Index of the slot
리턴 EntitySlotFlags

LoadLight() 공개 메소드

Loads a light source to the specified slot, or to the next available slot.
public LoadLight ( LightParams parameters, int slot = 1 ) : int
parameters LightParams New params of the light source we wish to load
slot int Slot we want to load the light into, if -1 chooses the next available slot.
리턴 int

LoadObject() 공개 메소드

Loads a mesh for this entity. Can optionally load multiple meshes using entity slots.
public LoadObject ( string name, int slot ) : bool
name string Path to the object (Relative to the game directory)
slot int
리턴 bool

LoadParticleEmitter() 공개 메소드

public LoadParticleEmitter ( ParticleEffect particleEffect, ParticleSpawnParameters &spawnParams, int slot = -1 ) : ParticleEmitter
particleEffect ParticleEffect
spawnParams ParticleSpawnParameters
slot int
리턴 ParticleEmitter

PlayAnimation() 공개 메소드

Plays a raw animation.
public PlayAnimation ( string animationName, AnimationFlags flags, int slot, int layer, float blend = 0.175f, float speed = 1.0f ) : void
animationName string Name of the animation we wish to play
flags AnimationFlags
slot int Slot on which to play the animation
layer int Animation layer to play the animation in.
blend float Transition time between two animations.
speed float Animation playback speed
리턴 void

Remove() 공개 메소드

Removes the entity from the CryEngine world.
public Remove ( bool forceRemoveNow = false ) : void
forceRemoveNow bool If true, the entity will be removed immediately.
리턴 void

RemoveAllLinks() 공개 메소드

public RemoveAllLinks ( ) : void
리턴 void

SetSlotFlags() 공개 메소드

Sets the flags of the specified slot.
public SetSlotFlags ( EntitySlotFlags flags, int slot ) : void
flags EntitySlotFlags Flags to set.
slot int Index of the slot, if -1 apply to all existing slots.
리턴 void

StopAnimation() 공개 메소드

Stops the currently playing animation.
public StopAnimation ( int slot, int layer, float blendOutTime ) : void
slot int The character slot.
layer int The animation layer which we want to stop. If -1, stops all layers.
blendOutTime float
리턴 void