blender/source/gameengine/PyDoc/BL_ActionActuator.py
Campbell Barton 310a37c29c Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10 14:23:19 +00:00

169 lines
4.0 KiB
Python

# $Id$
# Documentation for BL_ActionActuator
from SCA_IActuator import *
class BL_ActionActuator(SCA_IActuator):
"""
Action Actuators apply an action to an actor.
"""
def setAction(action, reset = True):
"""
Sets the current action.
@param action: The name of the action to set as the current action.
@type action: string
@param reset: Optional parameter indicating whether to reset the
blend timer or not. A value of 1 indicates that the
timer should be reset. A value of 0 will leave it
unchanged. If reset is not specified, the timer will
be reset.
"""
def setStart(start):
"""
Specifies the starting frame of the animation.
@param start: the starting frame of the animation
@type start: float
"""
def setEnd(end):
"""
Specifies the ending frame of the animation.
@param end: the ending frame of the animation
@type end: float
"""
def setBlendin(blendin):
"""
Specifies the number of frames of animation to generate
when making transitions between actions.
@param blendin: the number of frames in transition.
@type blendin: float
"""
def setPriority(priority):
"""
Sets the priority of this actuator.
@param priority: Specifies the new priority. Actuators will lower
priority numbers will override actuators with higher
numbers.
@type priority: integer
"""
def setFrame(frame):
"""
Sets the current frame for the animation.
@param frame: Specifies the new current frame for the animation
@type frame: float
"""
def setProperty(prop):
"""
Sets the property to be used in FromProp playback mode.
@param prop: the name of the property to use.
@type prop: string.
"""
def setBlendtime(blendtime):
"""
Sets the internal frame timer.
Allows the script to directly modify the internal timer
used when generating transitions between actions.
@param blendtime: The new time. This parameter must be in the range from 0.0 to 1.0.
@type blendtime: float
"""
def setType(mode):
"""
Sets the operation mode of the actuator
@param mode: KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
@type mode: integer
"""
def setContinue(cont):
"""
Set the actions continue option True or False. see getContinue.
@param cont: The continue option.
@type cont: bool
"""
def getType():
"""
Returns the operation mode of the actuator
@rtype: integer
@return: KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
"""
def getContinue():
"""
When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.
@rtype: bool
"""
def getAction():
"""
getAction() returns the name of the action associated with this actuator.
@rtype: string
"""
def getStart():
"""
Returns the starting frame of the action.
@rtype: float
"""
def getEnd():
"""
Returns the last frame of the action.
@rtype: float
"""
def getBlendin():
"""
Returns the number of interpolation animation frames to be generated when this actuator is triggered.
@rtype: float
"""
def getPriority():
"""
Returns the priority for this actuator. Actuators with lower Priority numbers will
override actuators with higher numbers.
@rtype: integer
"""
def getFrame():
"""
Returns the current frame number.
@rtype: float
"""
def getProperty():
"""
Returns the name of the property to be used in FromProp mode.
@rtype: string
"""
def setChannel(channel, matrix, mode = False):
"""
@param channel: A string specifying the name of the bone channel.
@type channel: string
@param matrix: A 4x4 matrix specifying the overriding transformation
as an offset from the bone's rest position.
@type matrix: list [[float]]
@param mode: True for armature/world space, False for bone space
@type mode: boolean
"""