Example #1
0
        public void PerformCameraMove(AnimationGraphTag animationTag, string trackName, IUnit unit, ILocationFlag locationFlag)
        {
            var animation = animationTag.Animations.FirstOrDefault(t => t.Description == trackName);

            if (animation != null)
            {
                this.cameraMoveTicks = animation.FrameCount;
            }
        }
Example #2
0
 /// <summary>starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)</summary>
 public void custom_animation(IUnit unit, AnimationGraphTag animation, string animationName, bool interpolate)
 {
     for (var i = 0; i < animation.Animations.Length; i++)
     {
         if (animation.Animations[i].Description == animationName)
         {
             this.animationSystem.StartAnimation(unit, animation.Animations[i], interpolate, loop: false);
             return;
         }
     }
 }
Example #3
0
 /// <summary>predict resources at a frame in camera animation.</summary>
 public void camera_predict_resources_at_frame(AnimationGraphTag animation, string /*id*/ emotion, IUnit unit, ILocationFlag locationFlag, int intValue)
 {
 }
Example #4
0
 /// <summary>starts a custom animation playing on a piece of scenery relative to a parent object</summary>
 public void scenery_animation_start_relative(IScenery scenery, AnimationGraphTag animation, string /*id*/ emotion, IGameObject entity)
 {
 }
Example #5
0
 /// <summary>starts a custom looping animation playing on a piece of scenery</summary>
 public void scenery_animation_start_loop(IScenery scenery, AnimationGraphTag animation, string /*id*/ emotion)
 {
 }
Example #6
0
 /// <summary>starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)</summary>
 public void custom_animation_relative_loop(IUnit unit, AnimationGraphTag animation2, string animationName, bool boolean, IGameObject entity)
 {
 }
Example #7
0
 /// <summary>starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)</summary>
 public void custom_animation_relative(IUnit entity, AnimationGraphTag animation, string animationName, bool boolean, IGameObject other)
 {
 }
Example #8
0
 /// <summary>starts a custom animation playing on the unit (interpolates into animation if last parameter is TRUE)</summary>
 public void cs_custom_animation(AnimationGraphTag animation, string /*id*/ emotion, float floatValue, bool interpolate)
 {
 }
Example #9
0
 /// <summary>begins a prerecorded camera animation synchronized to unit relative to cutscene flag.</summary>
 public void camera_set_animation_relative(AnimationGraphTag animationTag, string trackName, IUnit unit, ILocationFlag locationFlag)
 {
     this.cameraSystem.PerformCameraMove(animationTag, trackName, unit, locationFlag);
 }