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    Class AnimationGraph.CustomNode

    Base class for all custom nodes. Allows to override it and define own Anim Graph nodes in game scripts or via plugins.

    Inheritance
    System.Object
    AnimationGraph.CustomNode
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    public abstract class CustomNode : Object
    Remarks

    See official documentation to learn more how to use and create custom nodes in Anim Graph.

    Constructors

    CustomNode()

    Declaration
    protected CustomNode()

    Methods

    CopyImpulseData(AnimationGraph.CustomNode.Impulse*, AnimationGraph.CustomNode.Impulse*)

    Copies the impulse data from the source to the destination container.

    Declaration
    public static void CopyImpulseData(AnimationGraph.CustomNode.Impulse*source, AnimationGraph.CustomNode.Impulse*destination)
    Parameters
    AnimationGraph.CustomNode.Impulse* source

    The source data.

    AnimationGraph.CustomNode.Impulse* destination

    The destination data.

    Evaluate(ref AnimationGraph.CustomNode.Context)

    Evaluates the node based on inputs and node data.

    Declaration
    public abstract object Evaluate(ref AnimationGraph.CustomNode.Context context)
    Parameters
    AnimationGraph.CustomNode.Context context

    The evaluation context.

    Returns
    System.Object

    The node value for the given context (node values, output box id, etc.).

    GetInputValue(ref AnimationGraph.CustomNode.Context, Int32)

    Gets the value of the input box of the given ID. Throws the exception if box has no valid connection.

    Declaration
    public static object GetInputValue(ref AnimationGraph.CustomNode.Context context, int boxId)
    Parameters
    AnimationGraph.CustomNode.Context context

    The context.

    System.Int32 boxId

    The input box identifier.

    Returns
    System.Object

    The value.

    GetOutputImpulseData(ref AnimationGraph.CustomNode.Context)

    Gets the data for the output skeleton nodes hierarchy. Each node can have only one cached nodes output. Use this method if your node performs skeleton nodes modifications.

    Declaration
    public static AnimationGraph.CustomNode.Impulse*GetOutputImpulseData(ref AnimationGraph.CustomNode.Context context)
    Parameters
    AnimationGraph.CustomNode.Context context

    The context.

    Returns
    AnimationGraph.CustomNode.Impulse*

    The impulse data. It contains empty nodes hierarchy allocated per-node. Modify it to adjust output custom skeleton nodes transformations.

    HasConnection(ref AnimationGraph.CustomNode.Context, Int32)

    Checks if th box of the given ID has valid connection to get its value.

    Declaration
    public static bool HasConnection(ref AnimationGraph.CustomNode.Context context, int boxId)
    Parameters
    AnimationGraph.CustomNode.Context context

    The context.

    System.Int32 boxId

    The input box identifier.

    Returns
    System.Boolean

    True if has connection, otherwise false.

    Load(ref AnimationGraph.CustomNode.InitData)

    Loads the node data from the serialized values and prepares the node to run. In most cases this method is called from the content loading thread (not the main game thread).

    Declaration
    public abstract void Load(ref AnimationGraph.CustomNode.InitData initData)
    Parameters
    AnimationGraph.CustomNode.InitData initData

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.RawClone<T>(T)
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