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    Class PoseAnimation

    Procedure animation to animate a pose-style character. โš Use global single instance from system poolโš 

    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)
    float blend01

    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)
    float blend01

    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)
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