//================================================================================
// UIDATA_PAWNVIEWER.
//================================================================================

class UIDATA_PAWNVIEWER extends UIDataManager
	Native;

native static function GetClassNameList (out array<string> ClassNameList, out int SelectedIndex);

native static function SpawnCharacter (string FullClassName);

native static function DuplicateCharacter ();

native static function ChangeMyPC ();

native static function GetExceptionalFaceList (out array<int> FaceList);

native static function GetExceptionallHairList (out array<int> HairList);

native static function GetExceptionalHairColorList (out array<int> HairColorList);

native static function ApplyFace (int FaceIndex);

native static function ApplyHair (int HairIndex);

native static function ApplyHairColor (int HairColorIndex);

native static function GetFaceInfo (out string MeshName, out string TexName);

native static function GetAHairInfo (out string MeshName, out string TexName);

native static function GetBHairInfo (out string MeshName, out string TexName, out string SubExTexName);

native static function AdjustHairAccOffset (float OffsetX, float OffsetY, float OffsetZ, float Pitch, float Yaw, float Roll);

native static function GetHairAccOffset (out float OffsetX, out float OffsetY, out float OffsetZ, out float Pitch, out float Yaw, out float Roll);

native static function EquipPCItem (ItemID Id);

native static function ApplyItemRefinery (int ItemClassID, int RefineyOption1, int RefineryOption2);

native static function ApplyItemEnchanted (int ItemClassID, int EnchantedValue);

native static function GetPCAnimationList (out array<string> AnimList);

native static function PlayPCAnim (string AnimName, float AnimSpeed);

native static function PlayPCComboAnim (string Anim1, string Anim2, string Anim3, float HitTime, float LoopIdx);

native static function GetAnimFrame (int Index, out float frame, out float Duration, out float Dues);

native static function string GetSimulMeshName ();

native static function int GetVertexNumber ();

native static function AddAnchorVertex ();

native static function RemoveAnchorVertex ();

native static function int GetCollisionNumber ();

native static function GetCollisionType (out array<string> ColTypes);

native static function GetCollisionInfo (int ColIdx, out string ColType, out int BoneA, out int BoneB, out float Radius, out byte SphereA, out byte SphereB);

native static function AddCollision (string ColType, int BoneA, int BoneB, float Radius, bool SphereA, bool SphereB);

native static function RemoveCollision (int ColIdx);

native static function UpdateCollision (int ColIdx, string ColType, int BoneA, int BoneB, float Radius, bool SphereA, bool SphereB);

native static function string GetSimulAnimName ();

native static function int GetAnimForceNumber ();

native static function GetAnimForceInfo (int AnimIdx, out float Weight, out float frame, out float Stiff, out byte TerrainCol, out byte UseForce, out Vector Force);

native static function AddAnimForce (float Weight, float frame, float Stiff, bool TerrainCollision, bool UserForce, Vector Force);

native static function RemoveAnimForce (int AnimIdx);

native static function UpdateAnimForce (int AnimIdx, float Weight, float frame, float Stiff, bool TerrainCollision, bool UserForce, Vector Force);

native static function string GetChestMesh ();

native static function Vector GetMantleOffset ();

native static function SetMantleOffset (Vector offset);

native static function LoadSimulMesh ();

native static function ResetSimulMesh ();

native static function SaveSimulMesh ();

native static function SetPawnNum (int SimulPawnNum);

native static function SetSkillUseRatio (float SkillUseRatio);

native static function SetSkillCancelRatio (float SkillCancelRatio);

native static function SetSkillDeleteRatio (float PawnDelRatio);

native static function SetArrowRatio (float ArrowRatio);

native static function StartSimulPawn ();

native static function ExecuteSkill (int SkillID, int SkillLevel, int SkillSubLevel, optional bool multiTarget);

native static function AddSkillByName (string Name);

native static function AddSkillByID (int Id);

native static function AddSkillByVisualEffect (string visualEffect);

native static function AddSkillByType (int Type);

native static function SpawnDummyPawn (int Num);

native static function ClearDummyPawn ();

native static function SetSimpleEmitter (bool Use);

native static function SetGroundSkillCursor (bool Use);

native static function ExecuteEmitterProfiling ();

native static function StopEmitterProfiling ();

native static function UpdateEmitterProfiling ();

native static function bool IsProfilingEmitter ();

native static function GetSkillLevelListByID (int SkillID, array<int> skillLevelList, array<int> skillSubLevelList);

native static function ApplyLeftAttachBoneName (string bonename);

native static function ApplyLeftRotation (int Pitch, int Yaw, int Roll);

native static function ApplyLeftOffset (float X, float Y, float Z);

native static function ApplyLeftSheathingHide (bool bHide);

native static function ApplyRightAttachBoneName (string bonename);

native static function ApplyRightRotation (int Pitch, int Yaw, int Roll);

native static function ApplyRightOffset (float X, float Y, float Z);

native static function ApplyRightSheathingHide (bool bHide);

native static function SpawnNPC (int NpcClassID, out float GoundSpeed, out float AnimRate, out float CollisionRadius, out float CollisionHeight, out float DrawScale, out int PawnState);

native static function ApplyPawnSetting (float GroundSpeed, float AnimRate, float CollisionRadius, float CollisionHeight, float DrawScale, int PawnState);

native static function SpawnActorAtMyLocation (int NpcClassID);

native static function GetNPCAnimationList (out array<string> AnimList);

native static function PlayNPCAnim (string sAnimName, float AnimRate);

native static function EquipNPCItem (ItemID Id);

native static function GetBoneNameList (out array<string> BoneNameList);

native static function ShowSelectedBone (string SelectedBoneName);