LiteLoaderBDS-1.16.40/LiteLoader/Header/MC/ActorAnimationControllerPlayer.hpp
2022-09-21 19:47:03 +08:00

38 lines
3.3 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class ActorAnimationControllerPlayer {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTORANIMATIONCONTROLLERPLAYER
public:
class ActorAnimationControllerPlayer& operator=(class ActorAnimationControllerPlayer const &) = delete;
ActorAnimationControllerPlayer(class ActorAnimationControllerPlayer const &) = delete;
ActorAnimationControllerPlayer() = delete;
#endif
public:
/*0*/ virtual ~ActorAnimationControllerPlayer();
/*1*/ virtual void applyToPose(class RenderParams &, class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, float);
/*2*/ virtual void resetAnimation();
/*3*/ virtual void __unk_vfn_3();
/*4*/ virtual void bindParticleEffects(class std::unordered_map<class StringKey, class ParticleEffectPtr, struct std::hash<class StringKey>, struct std::equal_to<class StringKey>, class std::allocator<struct std::pair<class StringKey const, class ParticleEffectPtr>>> const &);
/*5*/ virtual void bindSoundEffects(class std::unordered_map<class StringKey, std::string, struct std::hash<class StringKey>, struct std::equal_to<class StringKey>, class std::allocator<struct std::pair<class StringKey const, std::string>>> const &);
/*6*/ virtual bool hasAnimationFinished() const;
/*7*/ virtual class ActorAnimationPlayer * findAnimation(class HashedString const &);
/*8*/ virtual enum ActorAnimationType getAnimationType() const;
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTORANIMATIONCONTROLLERPLAYER
#endif
MCAPI ActorAnimationControllerPlayer(class HashedString const &, class ActorAnimationControllerPtr const &, class AnimationComponent &, class ExpressionNode const &);
MCAPI void applyStateAnimationToPose(class RenderParams &, class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, float);
MCAPI void blendViaShortestPath(class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, float, float);
};