Merge pull request #1355 from Allofich/animation

Fix problem with animations not looping
pull/258/head
scrawl 8 years ago committed by GitHub
commit a9b17d73dc

@ -2043,13 +2043,13 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
} }
else else
{ {
// If the given animation is a looped animation, is already playing // If this animation is a looped animation (has a "loop start" key) that is already playing
// and has not yet reached its Loop Stop key, make it the only animation // and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
// in the queue, and retain the loop count from the animation that was // and remove any other animations that were queued.
// already playing. This emulates observed behavior from the original // This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners correctly.
// engine and allows banners to animate correctly.
if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname && if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop start") >= 0) mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop start") >= 0 &&
mAnimation->isPlaying(groupname))
{ {
float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop"); float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
@ -2058,8 +2058,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop)) if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
{ {
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, true); mAnimQueue.resize(1);
mAnimQueue.resize(1);
return true; return true;
} }
} }

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