コード例 #1
0
 ///<summary>Stop playing all instances of the indicated CameraAnim.</summary>
 ///<remarks>
 ///@param bImmediate    True to stop it right now and ignore blend out, false to let it blend out as indicated.
 ///</remarks>
 public void StopAllInstancesOfCameraAnim(CameraAnim Anim, bool bImmediate) =>
 PlayerCameraManager_methods.StopAllInstancesOfCameraAnim_method.Invoke(ObjPointer, Anim, bImmediate);
コード例 #2
0
ファイル: PlayerController.cs プロジェクト: jcoder58/Plugins
 ///<summary>Play the indicated CameraAnim on this camera.</summary>
 ///<remarks>
 ///@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
 ///</remarks>
 public void ClientPlayCameraAnim(CameraAnim AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace) =>
 PlayerController_methods.ClientPlayCameraAnim_method.Invoke(ObjPointer, AnimToPlay, Scale, Rate, BlendInTime, BlendOutTime, bLoop, bRandomStartTime, Space, CustomPlaySpace);
コード例 #3
0
 ///<summary>Play the indicated CameraAnim on this camera.</summary>
 ///<remarks>
 ///@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.
 ///</remarks>
 public CameraAnimInst PlayCameraAnim(CameraAnim Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot) =>
 PlayerCameraManager_methods.PlayCameraAnim_method.Invoke(ObjPointer, Anim, Rate, Scale, BlendInTime, BlendOutTime, bLoop, bRandomStartTime, Duration, PlaySpace, UserPlaySpaceRot);