IScope

#include

Public Member Functions

virtual const char * GetName ()=0
virtual uint32 GetID ()=0
virtual ICharacterInstance * GetCharInst ()=0
virtual IActionController & GetActionController () const =0
virtual SAnimationContext & GetContext () const =0
virtual uint32 GetContextID () const =0
virtual const IAnimationDatabase & GetDatabase () const =0
virtual IEntity & GetEntity () const =0
virtual EntityId GetEntityId () const =0
virtual IAction * GetAction () const =0
virtual bool HasDatabase () const =0
virtual IActionController * GetEnslavedActionController () const =0
virtual uint32 GetTotalLayers () const =0
virtual uint32 GetBaseLayer () const =0
virtual void IncrementTime (float timeDelta)=0
virtual const CAnimation * GetTopAnim (int layer) const =0
virtual CAnimation * GetTopAnim (int layer)=0
virtual void ApplyAnimWeight (uint32 layer, float weight)=0
virtual bool IsDifferent (const FragmentID aaID, const TagState &fragmentTags, const TagID subContext=TAG_ID_INVALID) const =0
virtual FragmentID GetLastFragmentID () const =0
virtual const SFragTagState & GetLastTagState () const =0
virtual float CalculateFragmentTimeRemaining () const =0
virtual float CalculateFragmentDuration (const CFragment &fragment) const =0
virtual float GetFragmentDuration () const =0
virtual float GetFragmentTime () const =0
virtual TagState GetAdditionalTags () const =0
virtual void _FlushFromEditor ()=0
virtual void MuteLayers (uint32 mutedAnimLayerMask, uint32 mutedProcLayerMask)=0
template
bool GetParam (const char *paramName, PODTYPE &value) const
template
bool GetParam (uint32 paramNameCRC, PODTYPE &value) const

Detailed Description

Represents a scope in which fragments can be played. A common use case is to separate first and third person into different scopes.