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#ifndef ANIMATIONEVENT_H
#define ANIMATIONEVENT_H
#include "Runtime/BaseClasses/GameObject.h"
class AnimationState;
struct AnimationEvent
{
DECLARE_SERIALIZE (AnimationEvent)
float time;
UnityStr functionName;
UnityStr stringParameter;
PPtr<Object> objectReferenceParameter;
float floatParameter;
int intParameter;
int messageOptions;
mutable AnimationState* stateSender;
AnimationEvent() { messageOptions = 0; stateSender = NULL; floatParameter = 0.0F; intParameter = 0; }
friend bool operator < (const AnimationEvent& lhs, const AnimationEvent& rhs) { return lhs.time < rhs.time; }
};
bool FireEvent (AnimationEvent& event, AnimationState* state, Unity::Component& animation);
#endif
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