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ObjState Class Reference

#include <ObjState.h>

Inheritance diagram for ObjState:
PropertyClass

Public Member Functions

std::string getStateType ()
 
void setStateType (std::string val)
 
std::string getStateName ()
 
void setStateName (std::string val)
 
List< ObjStateTransition * > * getTransitions ()
 
void setTransitions (List< ObjStateTransition * > *val)
 
List< ForcedStateInfo * > * getForcedStates ()
 
void setForcedStates (List< ForcedStateInfo * > *val)
 
bool getAutoTransition ()
 
void setAutoTransition (bool val)
 
float getTransitionTime ()
 
void setTransitionTime (float val)
 
std::string getAutoState ()
 
void setAutoState (std::string val)
 
List< std::string > getAllowedActions ()
 
void setAllowedActions (List< std::string > val)
 
List< std::string > getDisallowedActions ()
 
void setDisallowedActions (List< std::string > val)
 
List< std::string > getBlockedStates ()
 
void setBlockedStates (List< std::string > val)
 
bool getPrivateState ()
 
void setPrivateState (bool val)
 
bool getFallbackPrevious ()
 
void setFallbackPrevious (bool val)
 
bool getPostStateEvents ()
 
void setPostStateEvents (bool val)
 
bool getBlockMovement ()
 
void setBlockMovement (bool val)
 
bool getBlockMoveControl ()
 
void setBlockMoveControl (bool val)
 
bool getHaltMovement ()
 
void setHaltMovement (bool val)
 
bool getCheckProximity ()
 
void setCheckProximity (bool val)
 
float getProximityOverride ()
 
void setProximityOverride (float val)
 
bool getShowDebug ()
 
void setShowDebug (bool val)
 
List< StateAssetInfo * > * getParticles ()
 
void setParticles (List< StateAssetInfo * > *val)
 
List< StateAssetInfo * > * getSounds ()
 
void setSounds (List< StateAssetInfo * > *val)
 
List< StateAssetInfo * > * getAnimations ()
 
void setAnimations (List< StateAssetInfo * > *val)
 
bool getReinteract ()
 
void setReinteract (bool val)
 
bool getMuteMusic ()
 
void setMuteMusic (bool val)
 
- Public Member Functions inherited from PropertyClass
virtual char * getClassName ()=0
 Gets the class name of the derived class in the format class T[*].
 
virtual void * getPropertyList ()=0
 Constructs and caches the PropertyList for the derived class, adding all reflected members and member functions.
 
virtual bool copy (uint32_t a1)=0
 Copies the property class data.
 
virtual void * serialize (void *a2, uint32_t a3)=0
 Serializes the derived class's PropertyList as XML.
 
virtual bool onCreated ()=0
 Called when the PropertyClass is created.
 
template<typename T >
CYRUS T * as ()
 Casts this to a pointer of type T.
 
virtual void onPostLoad ()=0
 Called when the PropertyClass is loaded, i.e., initialize is called and onCreated has finished.
 
virtual void onFinalizeLoad ()=0
 
virtual bool shouldNotSerialize ()=0
 Determines if the PropertyClass should not be serialized.
 

Member Function Documentation

◆ getAllowedActions()

List< std::string > ObjState::getAllowedActions ( )
inline

◆ getAnimations()

List< StateAssetInfo * > * ObjState::getAnimations ( )
inline

◆ getAutoState()

std::string ObjState::getAutoState ( )
inline

◆ getAutoTransition()

bool ObjState::getAutoTransition ( )
inline

◆ getBlockedStates()

List< std::string > ObjState::getBlockedStates ( )
inline

◆ getBlockMoveControl()

bool ObjState::getBlockMoveControl ( )
inline

◆ getBlockMovement()

bool ObjState::getBlockMovement ( )
inline

◆ getCheckProximity()

bool ObjState::getCheckProximity ( )
inline

◆ getDisallowedActions()

List< std::string > ObjState::getDisallowedActions ( )
inline

◆ getFallbackPrevious()

bool ObjState::getFallbackPrevious ( )
inline

◆ getForcedStates()

List< ForcedStateInfo * > * ObjState::getForcedStates ( )
inline

◆ getHaltMovement()

bool ObjState::getHaltMovement ( )
inline

◆ getMuteMusic()

bool ObjState::getMuteMusic ( )
inline

◆ getParticles()

List< StateAssetInfo * > * ObjState::getParticles ( )
inline

◆ getPostStateEvents()

bool ObjState::getPostStateEvents ( )
inline

◆ getPrivateState()

bool ObjState::getPrivateState ( )
inline

◆ getProximityOverride()

float ObjState::getProximityOverride ( )
inline

◆ getReinteract()

bool ObjState::getReinteract ( )
inline

◆ getShowDebug()

bool ObjState::getShowDebug ( )
inline

◆ getSounds()

List< StateAssetInfo * > * ObjState::getSounds ( )
inline

◆ getStateName()

std::string ObjState::getStateName ( )
inline

◆ getStateType()

std::string ObjState::getStateType ( )
inline

◆ getTransitions()

List< ObjStateTransition * > * ObjState::getTransitions ( )
inline

◆ getTransitionTime()

float ObjState::getTransitionTime ( )
inline

◆ setAllowedActions()

void ObjState::setAllowedActions ( List< std::string > val)
inline

◆ setAnimations()

void ObjState::setAnimations ( List< StateAssetInfo * > * val)
inline

◆ setAutoState()

void ObjState::setAutoState ( std::string val)
inline

◆ setAutoTransition()

void ObjState::setAutoTransition ( bool val)
inline

◆ setBlockedStates()

void ObjState::setBlockedStates ( List< std::string > val)
inline

◆ setBlockMoveControl()

void ObjState::setBlockMoveControl ( bool val)
inline

◆ setBlockMovement()

void ObjState::setBlockMovement ( bool val)
inline

◆ setCheckProximity()

void ObjState::setCheckProximity ( bool val)
inline

◆ setDisallowedActions()

void ObjState::setDisallowedActions ( List< std::string > val)
inline

◆ setFallbackPrevious()

void ObjState::setFallbackPrevious ( bool val)
inline

◆ setForcedStates()

void ObjState::setForcedStates ( List< ForcedStateInfo * > * val)
inline

◆ setHaltMovement()

void ObjState::setHaltMovement ( bool val)
inline

◆ setMuteMusic()

void ObjState::setMuteMusic ( bool val)
inline

◆ setParticles()

void ObjState::setParticles ( List< StateAssetInfo * > * val)
inline

◆ setPostStateEvents()

void ObjState::setPostStateEvents ( bool val)
inline

◆ setPrivateState()

void ObjState::setPrivateState ( bool val)
inline

◆ setProximityOverride()

void ObjState::setProximityOverride ( float val)
inline

◆ setReinteract()

void ObjState::setReinteract ( bool val)
inline

◆ setShowDebug()

void ObjState::setShowDebug ( bool val)
inline

◆ setSounds()

void ObjState::setSounds ( List< StateAssetInfo * > * val)
inline

◆ setStateName()

void ObjState::setStateName ( std::string val)
inline

◆ setStateType()

void ObjState::setStateType ( std::string val)
inline

◆ setTransitions()

void ObjState::setTransitions ( List< ObjStateTransition * > * val)
inline

◆ setTransitionTime()

void ObjState::setTransitionTime ( float val)
inline