Esempio n. 1
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        /// <summary>
        /// Play the indicated CameraAnim on this camera.
        /// @param Anim The animation that should play on this instance.
        /// @param Rate                          How fast to play the animation. 1.0 is normal.
        /// @param Scale                         How "intense" to play the animation. 1.0 is normal.
        /// @param BlendInTime           Time to linearly ramp in.
        /// @param BlendOutTime          Time to linearly ramp out.
        /// @param bLoop                         True to loop the animation if it hits the end.
        /// @param bRandomStartTime      Whether or not to choose a random time to start playing. Useful with bLoop=true and a duration to randomize things like shakes.
        /// @param Duration                      Optional total playtime for this animation, including blends. 0 means to use animations natural duration, or infinite if looping.
        /// @param PlaySpace                     Which space to play the animation in.
        /// @param UserPlaySpaceRot  Custom play space, used when PlaySpace is UserDefined.
        /// @return The CameraAnim instance, which can be stored to manipulate/stop the anim after the fact.
        /// </summary>
        public UCameraAnimInst PlayCameraAnim(UCameraAnim Anim, float Rate = 1.000000f, float Scale = 1.000000f, float BlendInTime = 0.000000f, float BlendOutTime = 0.000000f, bool bLoop = false, bool bRandomStartTime = false, float Duration = 0.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator))
        {
            CheckIsValid();
            IntPtr ___ret = PlayCameraAnim(_this.Get(), Anim, Rate, Scale, BlendInTime, BlendOutTime, bLoop?1:0, bRandomStartTime?1:0, Duration, (int)PlaySpace, ref UserPlaySpaceRot);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UCameraAnimInst ___ret2 = new UCameraAnimInst()
            {
                _this = ___ret
            }; return(___ret2);
        }
Esempio n. 2
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 /// <summary>
 /// Stop playing all instances of the indicated CameraAnim.
 /// @param bImmediate    True to stop it right now and ignore blend out, false to let it blend out as indicated.
 /// </summary>
 public void StopAllInstancesOfCameraAnim(UCameraAnim Anim, bool bImmediate = false)
 {
     CheckIsValid();
     StopAllInstancesOfCameraAnim(_this.Get(), Anim, bImmediate?1:0);
 }
 /// <summary>
 /// Play the indicated CameraAnim on this camera.
 /// @param Anim The animation that should play on this instance.
 /// @param Rate                          How fast to play the animation. 1.0 is normal.
 /// @param Scale                         How "intense" to play the animation. 1.0 is normal.
 /// @param BlendInTime           Time to linearly ramp in.
 /// @param BlendOutTime          Time to linearly ramp out.
 /// @param bLoop                         True to loop the animation if it hits the end.
 /// @param bRandomStartTime      Whether or not to choose a random time to start playing. Useful with bLoop=true and a duration to randomize things like shakes.
 /// @param Duration                      Optional total playtime for this animation, including blends. 0 means to use animations natural duration, or infinite if looping.
 /// @param PlaySpace                     Which space to play the animation in.
 /// @param UserPlaySpaceRot  Custom play space, used when PlaySpace is UserDefined.
 /// @return The CameraAnim instance, which can be stored to manipulate/stop the anim after the fact.
 /// </summary>
 public extern virtual UCameraAnimInst PlayCameraAnim(UCameraAnim Anim, float Rate = 1.000000f, float Scale = 1.000000f, float BlendInTime = 0.000000f, float BlendOutTime = 0.000000f, bool bLoop = false, bool bRandomStartTime = false, float Duration = 0.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator));
 /// <summary>
 /// Stop playing all instances of the indicated CameraAnim.
 /// @param bImmediate    True to stop it right now and ignore blend out, false to let it blend out as indicated.
 /// </summary>
 public extern virtual void StopAllInstancesOfCameraAnim(UCameraAnim Anim, bool bImmediate = false);
Esempio n. 5
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 /// <summary>
 /// Play the indicated CameraAnim on this camera.
 /// @param AnimToPlay - Camera animation to play
 /// @param Scale - "Intensity" scalar.  This is the scale at which the anim was first played.
 /// @param Rate -  Multiplier for playback rate.  1.0 = normal.
 /// @param BlendInTime - Time to interpolate in from zero, for smooth starts
 /// @param BlendOutTime - Time to interpolate out to zero, for smooth finishes
 /// @param bLoop - True if the animation should loop, false otherwise
 /// @param bRandomStartTime - Whether or not to choose a random time to start playing.  Only really makes sense for bLoop = true
 /// @param Space - Animation play area
 /// @param CustomPlaySpace - Matrix used when Space = CAPS_UserDefined
 /// </summary>
 public extern virtual void ClientPlayCameraAnim(UCameraAnim AnimToPlay, float Scale = 1.000000f, float Rate = 1.000000f, float BlendInTime = 0.000000f, float BlendOutTime = 0.000000f, bool bLoop = false, bool bRandomStartTime = false, ECameraAnimPlaySpace Space = ECameraAnimPlaySpace.CameraLocal, FRotator CustomPlaySpace = default(FRotator));
Esempio n. 6
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 /// <summary>Stop camera animation on client.</summary>
 public extern virtual void ClientStopCameraAnim(UCameraAnim AnimToStop);