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| virtual void | Update (float time) |
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| Object * | GetTarget () const |
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Object * | GetOriginalTarget () const |
| | Gets the original target.
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BaseAction * | GetAction () const |
| | Gets the action.
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| virtual bool | IsDone () const |
| | Gets a value indicating whether this instance is done.
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| virtual void | Stop () |
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| RefCounted () |
| | Construct. Allocate the reference count structure and set an initial self weak reference.
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virtual | ~RefCounted () |
| | Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
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| RefCounted (const RefCounted &rhs)=delete |
| | Prevent copy construction.
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RefCounted & | operator= (const RefCounted &rhs)=delete |
| | Prevent assignment.
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| int | AddRef () |
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| int | ReleaseRef () |
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| int | Refs () const |
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| int | WeakRefs () const |
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RefCount * | RefCountPtr () const |
| | Return pointer to the reference count structure.
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bool | HasScriptObject () const |
| | Return true if script runtime object wrapping this native object exists.
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bool | IsScriptStrongRef () const |
| | Return true if script reference is strong.
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class | Urho3D::ActionManager |
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◆ GetTarget()
| Object * Urho3D::Actions::ActionState::GetTarget |
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const |
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inline |
Gets the target. Will be set with the 'StartAction' method of the corresponding Action. When the 'Stop' method is called, Target will be set to null.
◆ IsDone()
| virtual bool Urho3D::Actions::ActionState::IsDone |
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const |
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inlinevirtual |
◆ Step()
| void Urho3D::Actions::ActionState::Step |
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float |
dt | ) |
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protectedvirtual |
◆ Stop()
| void Urho3D::Actions::ActionState::Stop |
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virtual |
Called after the action has finished. It will set the 'Target' to null. IMPORTANT: You should never call this method manually. Instead, use: "target.StopAction(actionState);"
Reimplemented in Urho3D::Actions::AttributeBlinkState.
◆ Update()
| void Urho3D::Actions::ActionState::Update |
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float |
time | ) |
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virtual |
Called once per frame. Time value is between 0 and 1 For example: 0 means that the action just started 0.5 means that the action is in the middle 1 means that the action is over
Reimplemented in Urho3D::Actions::AttributeActionState.
The documentation for this class was generated from the following files:
- Urho3D/Actions/ActionState.h
- Urho3D/Actions/ActionState.cpp