One task per entity id, contains a collection of subtasks that are unique per virtual property. More...
#include <ScriptedEntityTweenerTask.h>
Public Member Functions | |
ScriptedEntityTweenerTask (AZ::EntityId id) | |
void | AddAnimation (const AnimationParameters ¶ms, bool overwriteQueued=true) |
void | Update (float deltaTime) |
bool | GetIsActive () |
void | Stop (int timelineId) |
void | SetPaused (const AnimationParameterAddressData &addressData, int timelineId, bool isPaused) |
void | SetPlayDirectionReversed (const AnimationParameterAddressData &addressData, int timelineId, bool isPlayingBackward) |
void | SetSpeed (const AnimationParameterAddressData &addressData, int timelineId, float speed) |
void | SetInitialValue (const AnimationParameterAddressData &addressData, const AZ::Uuid &timelineId, const AZStd::any &initialValue) |
void | GetVirtualPropertyValue (AZStd::any &returnVal, const AnimationParameterAddressData &addressData) |
bool | operator< (const ScriptedEntityTweenerTask &other) const |
bool | operator> (const ScriptedEntityTweenerTask &other) const |
bool | operator== (const ScriptedEntityTweenerTask &other) const |
One task per entity id, contains a collection of subtasks that are unique per virtual property.