Twilight Princess
Remastered version of the GameCube game
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ZeldaAnimation Class Reference
+ Inheritance diagram for ZeldaAnimation:
+ Collaboration diagram for ZeldaAnimation:

Public Member Functions

void ClearEvents ()
 
 ZeldaAnimation (AnimancerComponent animancer)
 
void GetHandles (BMD bmd)
 
void FillJobData (BMD bmd, params AnimationSetup.AnimationCurveHolder[] holder)
 
void SetInPlace (bool inPlace)
 
void AddEvent (int frame, Action callback)
 
override void Destroy ()
 
override AnimancerState Clone (CloneContext context)
 
void Update ()
 

Public Attributes

AnimationJobManager.AnimationCurveJob job
 
float duration
 
LoopType loopType
 
AnimationBehavior behavior
 
AnimationSetup.AnimationCurveHolder Holder
 
SingleBoneConstraint SingleBoneConstraint
 
bool InPlace
 
bool IgnoreTranslation
 
string BckName
 
NativeArray< AnimationJobManager.BoneAnimationDataBoneArray
 
bool AllowAnimation = true
 
Vector3 PlayerPosition
 

Protected Member Functions

override void CreatePlayable (out Playable playable)
 

Properties

List< AnimationEventEvents = new List<AnimationEvent>() [get]
 
int UpdatableIndex = IUpdatable.List.NotInList [get, set]
 
override float Length [get]
 

Private Attributes

AnimationScriptPlayable _scriptPlayable
 
readonly AnimancerComponent animancer
 
JobBoneData _jobBoneData
 
int lastTriggeredFrame = -1
 
bool UpdateJob = false
 

Constructor & Destructor Documentation

◆ ZeldaAnimation()

ZeldaAnimation.ZeldaAnimation ( AnimancerComponent animancer)

Member Function Documentation

◆ AddEvent()

void ZeldaAnimation.AddEvent ( int frame,
Action callback )

◆ ClearEvents()

void ZeldaAnimation.ClearEvents ( )

◆ Clone()

override AnimancerState ZeldaAnimation.Clone ( CloneContext context)

◆ CreatePlayable()

override void ZeldaAnimation.CreatePlayable ( out Playable playable)
protected

◆ Destroy()

override void ZeldaAnimation.Destroy ( )

◆ FillJobData()

void ZeldaAnimation.FillJobData ( BMD bmd,
params AnimationSetup.AnimationCurveHolder[] holder )

◆ GetHandles()

void ZeldaAnimation.GetHandles ( BMD bmd)

◆ SetInPlace()

void ZeldaAnimation.SetInPlace ( bool inPlace)

◆ Update()

void ZeldaAnimation.Update ( )

Member Data Documentation

◆ _jobBoneData

JobBoneData ZeldaAnimation._jobBoneData
private

◆ _scriptPlayable

AnimationScriptPlayable ZeldaAnimation._scriptPlayable
private

◆ AllowAnimation

bool ZeldaAnimation.AllowAnimation = true

◆ animancer

readonly AnimancerComponent ZeldaAnimation.animancer
private

◆ BckName

string ZeldaAnimation.BckName

◆ behavior

AnimationBehavior ZeldaAnimation.behavior

◆ BoneArray

NativeArray<AnimationJobManager.BoneAnimationData> ZeldaAnimation.BoneArray

◆ duration

float ZeldaAnimation.duration

◆ Holder

AnimationSetup.AnimationCurveHolder ZeldaAnimation.Holder

◆ IgnoreTranslation

bool ZeldaAnimation.IgnoreTranslation

◆ InPlace

bool ZeldaAnimation.InPlace

◆ job

◆ lastTriggeredFrame

int ZeldaAnimation.lastTriggeredFrame = -1
private

◆ loopType

LoopType ZeldaAnimation.loopType

◆ PlayerPosition

Vector3 ZeldaAnimation.PlayerPosition

◆ SingleBoneConstraint

SingleBoneConstraint ZeldaAnimation.SingleBoneConstraint

◆ UpdateJob

bool ZeldaAnimation.UpdateJob = false
private

Property Documentation

◆ Events

List<AnimationEvent> ZeldaAnimation.Events = new List<AnimationEvent>()
get

◆ Length

override float ZeldaAnimation.Length
get

◆ UpdatableIndex

int ZeldaAnimation.UpdatableIndex = IUpdatable.List.NotInList
getset

The documentation for this class was generated from the following file: