Esempio n. 1
0
            internal static unsafe bool Invoke(IntPtr obj, AnimSequenceBase Asset, Name SlotNodeName)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = Asset;
                *((Name *)(b + 8))   = SlotNodeName;
                Main.GetProcessEvent(obj, IsPlayingSlotAnimation_ptr, new IntPtr(p));;
                return(*((bool *)(b + 20)));
            }
        }
Esempio n. 2
0
            internal static unsafe float Invoke(IntPtr obj, AnimSequenceBase Asset, Name SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = Asset;
                *((Name *)(b + 8))   = SlotNodeName;
                *((float *)(b + 20)) = BlendInTime;
                *((float *)(b + 24)) = BlendOutTime;
                *((float *)(b + 28)) = InPlayRate;
                *((int *)(b + 32))   = LoopCount;
                Main.GetProcessEvent(obj, PlaySlotAnimation_ptr, new IntPtr(p));;
                return(*((float *)(b + 36)));
            }
        }
Esempio n. 3
0
 ///<summary>Replaces animation notifies in the specified Animation Sequence</summary>
 public static void ReplaceAnimNotifyStates(AnimSequenceBase AnimationSequence, SubclassOf <AnimNotifyState> OldNotifyClass, SubclassOf <AnimNotifyState> NewNotifyClass, byte OnNotifyStateReplaced /*TODO: delegate FOnNotifyStateReplaced */) =>
 AnimationBlueprintLibrary_methods.ReplaceAnimNotifyStates_method.Invoke(AnimationSequence, OldNotifyClass, NewNotifyClass, OnNotifyStateReplaced);