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Fix queued animations
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parent
3988866ecd
commit
bbb38c61cc
3 changed files with 24 additions and 9 deletions
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@ -338,18 +338,20 @@ void CharacterController::update(float duration, Movement &movement)
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else if(rot.z < 0.0f)
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setState(CharState_TurnLeft, true);
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}
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else if(getState() != CharState_SpecialIdle)
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else if(mAnimQueue.size() > 0)
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{
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if(mAnimQueue.size() == 0)
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
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else
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->play(mAnimQueue.front().first, MWRender::Animation::Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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mAnimation->play(mAnimQueue.front().first,
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MWRender::Animation::Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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else if(getState() != CharState_SpecialIdle)
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
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movement.mRotation[0] += rot.x * duration;
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movement.mRotation[1] += rot.y * duration;
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@ -387,9 +389,11 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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else
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{
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count = std::max(count, 1);
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if(mode != 0 || getState() != CharState_SpecialIdle)
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if(mode != 0 || mAnimQueue.size() == 0)
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{
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mAnimQueue.clear();
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mAnimQueue.push_back(std::make_pair(groupname, count-1));
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mCharState = CharState_SpecialIdle;
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mLooping = false;
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mAnimation->play(groupname, MWRender::Animation::Priority_Default,
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@ -398,7 +402,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
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}
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else if(mode == 0)
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{
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mAnimQueue.clear();
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mAnimQueue.resize(1);
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mAnimQueue.push_back(std::make_pair(groupname, count-1));
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}
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}
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@ -531,6 +531,14 @@ void Animation::play(const std::string &groupname, Priority priority, int groups
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resetActiveGroups();
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}
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bool Animation::isPlaying(const std::string &groupname) const
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{
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AnimStateMap::const_iterator state(mStates.find(groupname));
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if(state != mStates.end())
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return state->second.mPlaying;
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return false;
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}
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void Animation::resetActiveGroups()
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{
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for(size_t grp = 0;grp < sNumGroups;grp++)
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@ -177,6 +177,9 @@ public:
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const std::string &start, const std::string &stop,
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float startpoint, size_t loops);
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/** Returns true if the named animation group is playing. */
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bool isPlaying(const std::string &groupname) const;
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/** Gets info about the given animation group.
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* \param groupname Animation group to check.
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* \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.
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