/// <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); }
/// <summary> /// Plays a camera shake on this camera. /// @param Shake - The class of camera shake to play. /// @param Scale - Scalar defining how "intense" to play the shake. 1.0 is normal (as authored). /// @param PlaySpace - Which coordinate system to play the shake in (affects oscillations and camera anims) /// @param UserPlaySpaceRot - Coordinate system to play shake when PlaySpace == CAPS_UserDefined. /// </summary> public UCameraShake PlayCameraShake(TSubclassOf <UCameraShake> ShakeClass, float Scale = 1.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator)) { CheckIsValid(); IntPtr ___ret = PlayCameraShake(_this.Get(), ShakeClass.NativeClass, Scale, (int)PlaySpace, ref UserPlaySpaceRot); if (___ret == IntPtr.Zero) { return(null); } UCameraShake ___ret2 = new UCameraShake() { _this = ___ret }; return(___ret2); }
/// <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> /// Plays a camera shake on this camera. /// @param Shake - The class of camera shake to play. /// @param Scale - Scalar defining how "intense" to play the shake. 1.0 is normal (as authored). /// @param PlaySpace - Which coordinate system to play the shake in (affects oscillations and camera anims) /// @param UserPlaySpaceRot - Coordinate system to play shake when PlaySpace == CAPS_UserDefined. /// </summary> public extern virtual UCameraShake PlayCameraShake(TSubclassOf <UCameraShake> ShakeClass, float Scale = 1.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator));
/// <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));