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; } }
/// <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; } } }
/// <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) { }
/// <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) { }
/// <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) { }
/// <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) { }
/// <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) { }
/// <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) { }
/// <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); }