AnimationSystemForcedVisibilityManager
Base: game.ScriptableSystem
None.
| Property | Type | |
|---|---|---|
entities | AnimationSystemForcedVisibilityEntityData?[] | scripted |
void ClearEntity(ent.EntityID id) RTTIvoid ToggleForcedVisibilityInAnimSystem(ent.EntityID entityID, CName sourceName, bool isVisible, float? transitionTime, bool? forcedVisibleOnlyInFrustum) RTTIvoid SendDelayedRequestForVisilityData(ent.EntityID entityID, bool isVisible, float transitionTime, ForcedVisibilityInAnimSystemData data) RTTIvoid CancelDelayedRequestForVisilityData(ForcedVisibilityInAnimSystemData data) RTTIvoid ResovleVisibilityInAnimSystem(AnimationSystemForcedVisibilityEntityData entityData) RTTIAnimationSystemForcedVisibilityEntityData? GetEntityData(ent.EntityID id) RTTIbool IsEntityRegistered(ent.EntityID id) RTTIvoid OnToggleVisibilityInAnimSystemRequest(ToggleVisibilityInAnimSystemRequest request) RTTIvoid OnClearVisibilityInAnimSystemRequest(ClearVisibilityInAnimSystemRequest request) RTTIvoid OnHandleDelayedVisibilityInAnimSystemRequest(DelayedVisibilityInAnimSystemRequest request) RTTIbool HasVisibilityForced(ent.EntityID id) RTTI