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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
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namespace Sandbox;
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/// <summary>
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/// For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence
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/// </summary>
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public abstract class AnimGraphDirectPlayback
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{
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/// <summary>
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/// Set the time at which the currently playing sequence should have had a cycle of zero.
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/// This will adjust the current cycle of the sequence to match.
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/// </summary>
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public abstract float StartTime { set; }
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/// <summary>
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/// Get the cycle of the currently playing sequence. Will return 0 if no sequence is playing.
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/// </summary>
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public abstract float TimeNormalized { get; }
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/// <summary>
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/// The duration of the currently playing sequence (seconds)
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/// </summary>
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public abstract float Duration { get; }
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/// <summary>
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/// The elapsed time of the currently playing animation sequence (seconds)
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/// </summary>
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public abstract float Time { get; }
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/// <summary>
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/// Returns the currently playing sequence.
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/// </summary>
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public abstract string Name { get; }
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/// <summary>
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/// Get the number of animations that can be used.
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/// </summary>
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[Obsolete( $"Use {nameof( Sequences )}" )]
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public abstract int AnimationCount { get; }
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/// <summary>
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/// Get the list of animations that can be used.
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/// </summary>
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[Obsolete( $"Use {nameof( Sequences )}" )]
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public abstract IEnumerable<string> Animations { get; }
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/// <summary>
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/// Get the list of sequences that can be used.
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/// </summary>
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public abstract IReadOnlyList<string> Sequences { get; }
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/// <summary>
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/// Play the given sequence until it ends, then blend back.
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/// Calling this function with a new sequence while another one is playing will immediately start blending from the old one to the new one.
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/// </summary>
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public abstract void Play( string name );
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/// <summary>
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/// Same as the other Play function, but also sets a target position and heading for the sequence.
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/// Over interpTime seconds, the entity's root motion will be augmented to move it to target and rotate it to heading.
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/// </summary>
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public abstract void Play( string name, Vector3 target, float heading, float interpTime );
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/// <summary>
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/// Stop playing the override sequence.
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/// </summary>
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public abstract void Cancel();
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}
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