Fix queued animations

actorid
Chris Robinson 12 years ago
parent 3988866ecd
commit bbb38c61cc

@ -338,18 +338,20 @@ void CharacterController::update(float duration, Movement &movement)
else if(rot.z < 0.0f)
setState(CharState_TurnLeft, true);
}
else if(getState() != CharState_SpecialIdle)
else if(mAnimQueue.size() > 0)
{
if(mAnimQueue.size() == 0)
setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
else
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->play(mAnimQueue.front().first, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All, false,
"start", "stop", 0.0f, mAnimQueue.front().second);
mAnimQueue.pop_front();
if(mAnimQueue.size() > 0)
mAnimation->play(mAnimQueue.front().first,
MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All, false,
"start", "stop", 0.0f, mAnimQueue.front().second);
}
}
else if(getState() != CharState_SpecialIdle)
setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
movement.mRotation[0] += rot.x * duration;
movement.mRotation[1] += rot.y * duration;
@ -387,9 +389,11 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
else
{
count = std::max(count, 1);
if(mode != 0 || getState() != CharState_SpecialIdle)
if(mode != 0 || mAnimQueue.size() == 0)
{
mAnimQueue.clear();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mCharState = CharState_SpecialIdle;
mLooping = false;
mAnimation->play(groupname, MWRender::Animation::Priority_Default,
@ -398,7 +402,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
}
else if(mode == 0)
{
mAnimQueue.clear();
mAnimQueue.resize(1);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
}
}

@ -531,6 +531,14 @@ void Animation::play(const std::string &groupname, Priority priority, int groups
resetActiveGroups();
}
bool Animation::isPlaying(const std::string &groupname) const
{
AnimStateMap::const_iterator state(mStates.find(groupname));
if(state != mStates.end())
return state->second.mPlaying;
return false;
}
void Animation::resetActiveGroups()
{
for(size_t grp = 0;grp < sNumGroups;grp++)

@ -177,6 +177,9 @@ public:
const std::string &start, const std::string &stop,
float startpoint, size_t loops);
/** Returns true if the named animation group is playing. */
bool isPlaying(const std::string &groupname) const;
/** Gets info about the given animation group.
* \param groupname Animation group to check.
* \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.

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