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.