Class PoseAnimation
Procedure animation to animate a pose-style character. โ Use global single instance from system poolโ
Fields
A2G
Scale values from artwork pixel space to global space
Declaration
protected const int A2G = 16
AnimationType
Which type of animation does the current character require to show
Declaration
protected static CharacterAnimationType AnimationType
AttackEase
Eased progress of attack. (0 means start, 1 means end)
Declaration
protected static float AttackEase
AttackLerp
Liner progress of attack. (0 means start, 1 means end)
Declaration
protected static float AttackLerp
Attackness
Attackness behavior of the target character
Declaration
protected static CharacterAttackness Attackness
Body
Declaration
protected static BodyPart Body
CurrentAnimationFrame
Local animation frame of the target character
Declaration
protected static int CurrentAnimationFrame
FacingFront
True if the target character is facing front
Declaration
protected static bool FacingFront
FacingRight
True if the target character is facing right
Declaration
protected static bool FacingRight
FacingSign
Return 1 if the target character is facing right
Declaration
protected static int FacingSign
FootL
Declaration
protected static BodyPart FootL
FootR
Declaration
protected static BodyPart FootR
FrontSign
Return 1 if the target character is facing front
Declaration
protected static int FrontSign
HandL
Declaration
protected static BodyPart HandL
HandR
Declaration
protected static BodyPart HandR
Head
Declaration
protected static BodyPart Head
Hip
Declaration
protected static BodyPart Hip
IsChargingAttack
True if the target character is currently attacking
Declaration
protected static bool IsChargingAttack
LowerArmL
Declaration
protected static BodyPart LowerArmL
LowerArmR
Declaration
protected static BodyPart LowerArmR
LowerLegL
Declaration
protected static BodyPart LowerLegL
LowerLegR
Declaration
protected static BodyPart LowerLegR
Movement
Movement behavior of the target character
Declaration
protected static CharacterMovement Movement
POSE_Z_HAND
Declaration
protected const int POSE_Z_HAND = 36
Rendering
Rendering behavior of the target character
Declaration
protected static PoseCharacterRenderer Rendering
ShoulderL
Declaration
protected static BodyPart ShoulderL
ShoulderR
Declaration
protected static BodyPart ShoulderR
Target
Character that currently being animated
Declaration
protected static Character Target
UpperArmL
Declaration
protected static BodyPart UpperArmL
UpperArmR
Declaration
protected static BodyPart UpperArmR
UpperLegL
Declaration
protected static BodyPart UpperLegL
UpperLegR
Declaration
protected static BodyPart UpperLegR
Properties
DontBlendToNext
True if this animation should immediately transition to the next
Declaration
protected virtual bool DontBlendToNext { get; }
DontBlendToPrev
True if the prev animation should immediately transition to this one
Declaration
protected virtual bool DontBlendToPrev { get; }
ValidHeadPosition
True if head position need to be recalculate after perform this animation
Declaration
protected virtual bool ValidHeadPosition { get; }
Methods
Animate(PoseCharacterRenderer)
Perform the animation logic to the given character
Declaration
public virtual void Animate(PoseCharacterRenderer renderer)
AttackHeadDown(float, int, int, int)
Make head moves down for attack animation for cached character
Declaration
protected static void AttackHeadDown(float ease01, int headOffsetXAmount = 1000, int headOffsetYAmount = 1000, int headRotateAmount = 1000)
AttackLegShake(float)
Make legs shake for attack animation for cached character
Declaration
protected static void AttackLegShake(float ease01)
PerformAnimation(PoseAnimation, PoseCharacterRenderer)
Animate target character from given animation
Declaration
public static void PerformAnimation(PoseAnimation animation, PoseCharacterRenderer renderer)
PerformAnimationBlend(PoseAnimation, PoseAnimation, float, PoseCharacterRenderer)
Animate the target character from two given animations
Declaration
public static void PerformAnimationBlend(PoseAnimation animationA, PoseAnimation animationB, float blend01, PoseCharacterRenderer renderer)
0 means only perform animationA, 1 means only perform animationB. 0.5 means perform two animations equally.
PerformAnimationBlendFromPool(int, int, float, PoseCharacterRenderer)
Animate the target character from two animations inside system pool
Declaration
public static void PerformAnimationBlendFromPool(int idA, int idB, float blend01, PoseCharacterRenderer renderer)
0 means only perform animationA, 1 means only perform animationB. 0.5 means perform two animations equally.
PerformAnimationFromPool(int, PoseCharacterRenderer)
Animate the target character from animation inside system pool
Declaration
public static void PerformAnimationFromPool(int id, PoseCharacterRenderer renderer)
ResetShoulderAndUpperArmPos(bool, bool)
Reset position of soulder and upper arm for cached character
Declaration
protected static void ResetShoulderAndUpperArmPos(bool resetLeft = true, bool resetRight = true)
TryGetAnimationFromPool(int, out PoseAnimation)
Get global single instance from system pool
Declaration
public static bool TryGetAnimationFromPool(int id, out PoseAnimation result)