IAnimationStateNode

C++
struct IAnimationStateNode {
  uint32 flags;
};
File

IAnimationStateNode.h

IAnimationStateNode::flags Data Member
C++
uint32 flags;
IAnimationStateNode::~IAnimationStateNode Destructor
C++
IAnimationStateNode::CanLeaveState Method
C++
virtual bool CanLeaveState(SAnimationStateData& data) = 0;
Description

Verify that this state can actually leave yet

IAnimationStateNode::DebugDraw Method
C++
virtual void DebugDraw(SAnimationStateData& data, IRenderer * pRenderer, int x, int& y, int yIncrement) = 0;
IAnimationStateNode::EnteredState Method
C++
virtual void EnteredState(SAnimationStateData& data) = 0;
Description

Called after EnterState, when at least one state node has returned "Entered"

IAnimationStateNode::EnterState Method
C++
virtual void EnterState(SAnimationStateData& data, bool dueToRollback) = 0;
Description

Called after instantiation, the state should perform initialization based on data

IAnimationStateNode::GetCompletionTimes Method
C++
virtual void GetCompletionTimes(SAnimationStateData& data, CTimeValue stateStartTime, CTimeValue& mustRunToTime, CTimeValue& requeryTime) = 0;
Description

What is the first time that this node will allow transitioning to another state (or 0)

IAnimationStateNode::GetFactory Method
C++
virtual IAnimationStateNodeFactory * GetFactory() = 0;
IAnimationStateNode::GetMemoryUsage Method
C++
virtual void GetMemoryUsage(ICrySizer * pSizer) const = 0;
IAnimationStateNode::HasEnteredState Method
C++
virtual EHasEnteredState HasEnteredState(SAnimationStateData& data) = 0;
Description

Called after EnterState... determines when the state has really entered

IAnimationStateNode::IAnimationStateNode Constructor
C++
IAnimationStateNode(uint32 f = 0);
IAnimationStateNode::LeaveState Method
C++
virtual void LeaveState(SAnimationStateData& data) = 0;
Description

Called when the state has completed, this function should cleanup anything in data

IAnimationStateNode::LeftState Method
C++
virtual void LeftState(SAnimationStateData& data, bool wasEntered) = 0;
Description

Called after some state has had EnteredState called on it - this state node is then no longer needed (call delete this; and cleanup)

IAnimationStateNode::Paused Method
C++
virtual void Paused(SAnimationStateData& data, bool paused, float fOverrideTransTime = -1.0f);
Description

[*DavidR | 8/Feb/2010] ToDo: make this method pure virtual by adding implementation for every AnimationStateNode

Called when the AnimationGraph is paused/resumed. The fOverrideTransTime parameter can be used for overriding the default transition time on nodes that use transition times (like AGAnimation, AGAdditive, etc.) just in case the system that pauses the AG needs it) the default value -1.0f nullifies its effect

IAnimationStateNode::SerializeAsFile_NodeBase Method
C++
void SerializeAsFile_NodeBase(bool reading, AG_FILE * file);
IAnimationStateNode::Update Method
C++
virtual void Update(SAnimationStateData& data);
Description

If we have eASNF_Update in flags, this will be called every frame