mirror of
https://github.com/OpenMW/openmw.git
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Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for first-person, but also for spells and certain weapon types.
This commit is contained in:
parent
daf9dca121
commit
4ae65c20e6
2 changed files with 214 additions and 135 deletions
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@ -39,62 +39,65 @@
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namespace MWMechanics
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{
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static const struct StateInfo {
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struct StateInfo {
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CharacterState state;
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const char groupname[32];
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Priority priority;
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bool loops;
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} sStateList[] = {
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{ CharState_Idle, "idle", Priority_Default, true },
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{ CharState_Idle2, "idle2", Priority_Default, true },
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{ CharState_Idle3, "idle3", Priority_Default, true },
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{ CharState_Idle4, "idle4", Priority_Default, true },
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{ CharState_Idle5, "idle5", Priority_Default, true },
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{ CharState_Idle6, "idle6", Priority_Default, true },
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{ CharState_Idle7, "idle7", Priority_Default, true },
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{ CharState_Idle8, "idle8", Priority_Default, true },
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{ CharState_Idle9, "idle9", Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", Priority_Default, true },
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};
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{ CharState_WalkForward, "walkforward", Priority_Default, true },
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{ CharState_WalkBack, "walkback", Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", Priority_Default, true },
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{ CharState_WalkRight, "walkright", Priority_Default, true },
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static const StateInfo sStateList[] = {
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{ CharState_Idle, "idle" },
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{ CharState_Idle2, "idle2" },
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{ CharState_Idle3, "idle3" },
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{ CharState_Idle4, "idle4" },
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{ CharState_Idle5, "idle5" },
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{ CharState_Idle6, "idle6" },
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{ CharState_Idle7, "idle7" },
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{ CharState_Idle8, "idle8" },
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{ CharState_Idle9, "idle9" },
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{ CharState_IdleSwim, "idleswim" },
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{ CharState_IdleSneak, "idlesneak" },
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{ CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", Priority_Default, true },
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{ CharState_RunForward, "runforward", Priority_Default, true },
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{ CharState_RunBack, "runback", Priority_Default, true },
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{ CharState_RunLeft, "runleft", Priority_Default, true },
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{ CharState_RunRight, "runright", Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", Priority_Default, true },
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{ CharState_SneakBack, "sneakback", Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", Priority_Default, true },
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{ CharState_SneakRight, "sneakright", Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", Priority_Default, true },
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{ CharState_TurnRight, "turnright", Priority_Default, true },
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{ CharState_Jump, "jump", Priority_Default, true },
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{ CharState_Death1, "death1", Priority_Death, false },
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{ CharState_Death2, "death2", Priority_Death, false },
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{ CharState_Death3, "death3", Priority_Death, false },
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{ CharState_Death4, "death4", Priority_Death, false },
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{ CharState_Death5, "death5", Priority_Death, false },
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{ CharState_Death1, "death1" },
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{ CharState_Death2, "death2" },
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{ CharState_Death3, "death3" },
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{ CharState_Death4, "death4" },
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{ CharState_Death5, "death5" },
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};
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static const StateInfo *sStateListEnd = &sStateList[sizeof(sStateList)/sizeof(sStateList[0])];
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static const StateInfo sMovementList[] = {
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{ CharState_WalkForward, "walkforward" },
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{ CharState_WalkBack, "walkback" },
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{ CharState_WalkLeft, "walkleft" },
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{ CharState_WalkRight, "walkright" },
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{ CharState_SwimWalkForward, "swimwalkforward" },
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{ CharState_SwimWalkBack, "swimwalkback" },
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{ CharState_SwimWalkLeft, "swimwalkleft" },
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{ CharState_SwimWalkRight, "swimwalkright" },
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{ CharState_RunForward, "runforward" },
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{ CharState_RunBack, "runback" },
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{ CharState_RunLeft, "runleft" },
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{ CharState_RunRight, "runright" },
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{ CharState_SwimRunForward, "swimrunforward" },
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{ CharState_SwimRunBack, "swimrunback" },
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{ CharState_SwimRunLeft, "swimrunleft" },
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{ CharState_SwimRunRight, "swimrunright" },
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{ CharState_SneakForward, "sneakforward" },
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{ CharState_SneakBack, "sneakback" },
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{ CharState_SneakLeft, "sneakleft" },
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{ CharState_SneakRight, "sneakright" },
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{ CharState_TurnLeft, "turnleft" },
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{ CharState_TurnRight, "turnright" },
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};
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static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
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class FindCharState {
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CharacterState state;
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@ -108,19 +111,18 @@ public:
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static const struct WeaponInfo {
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WeaponType type;
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const char idlegroup[16];
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const char movementgroup[16];
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const char actiongroup[16];
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const char shortgroup[16];
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const char longgroup[16];
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} sWeaponTypeList[] = {
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{ WeapType_HandToHand, "hh", "hh", "handtohand" },
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{ WeapType_OneHand, "1h", "1h", "weapononehand" },
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{ WeapType_TwoHand, "2c", "2c", "weapontwohand" },
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{ WeapType_TwoWide, "2w", "2w", "weapontwowide" },
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{ WeapType_BowAndArrow, "1h", "1h", "bowandarrow" },
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{ WeapType_Crossbow, "crossbow", "1h", "crossbow" },
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{ WeapType_ThowWeapon, "1h", "1h", "throwweapon" },
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{ WeapType_PickProbe, "1h", "1h", "pickprobe" },
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{ WeapType_Spell, "spell", "", "spellcast" },
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{ WeapType_HandToHand, "hh", "handtohand" },
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{ WeapType_OneHand, "1h", "weapononehand" },
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{ WeapType_TwoHand, "2c", "weapontwohand" },
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{ WeapType_TwoWide, "2w", "weapontwowide" },
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{ WeapType_BowAndArrow, "1h", "bowandarrow" },
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{ WeapType_Crossbow, "crossbow", "crossbow" },
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{ WeapType_ThowWeapon, "1h", "throwweapon" },
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{ WeapType_PickProbe, "1h", "pickprobe" },
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{ WeapType_Spell, "spell", "spellcast" },
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};
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static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
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@ -135,31 +137,79 @@ public:
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};
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void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const
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void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
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{
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std::string name;
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const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState));
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if(state == sStateListEnd)
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throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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name = state->groupname;
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priority = state->priority;
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loops = state->loops;
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if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None)
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if(force || idle != mIdleState)
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{
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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if(weap != sWeaponTypeListEnd)
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mIdleState = idle;
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std::string idle;
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// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
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// "idle"+weapon or "idle".
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if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
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idle = "idleswim";
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else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
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idle = "idlesneak";
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else
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{
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if(mCharState == CharState_Idle)
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(group=name) += weap->idlegroup;
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else
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(group=name) += weap->movementgroup;
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idle = "idle";
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if(weap != sWeaponTypeListEnd)
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{
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idle += weap->shortgroup;
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if(!mAnimation->hasAnimation(idle))
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idle = "idle";
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}
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}
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mAnimation->disable(mCurrentIdle);
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mCurrentIdle = idle;
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mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, ~0ul);
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}
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if(group.empty() || !mAnimation->hasAnimation(group))
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group = (mAnimation->hasAnimation(name) ? name : std::string());
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if(force || movement != mMovementState)
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{
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mMovementState = movement;
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std::string movement;
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MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
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const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
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if(movestate != sMovementListEnd)
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{
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movement = movestate->groupname;
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if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
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{
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movement += weap->shortgroup;
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if(!mAnimation->hasAnimation(movement))
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{
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movegroup = MWRender::Animation::Group_LowerBody;
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movement = movestate->groupname;
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}
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}
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if(!mAnimation->hasAnimation(movement))
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{
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std::string::size_type sneakpos = movement.find("sneak");
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if(sneakpos == std::string::npos)
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movement.clear();
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else
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{
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movegroup = MWRender::Animation::Group_LowerBody;
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movement.erase(sneakpos, 5);
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if(!mAnimation->hasAnimation(movement))
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movement.clear();
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}
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}
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}
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mAnimation->disable(mCurrentMovement);
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mCurrentMovement = movement;
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if(!mCurrentMovement.empty())
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mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
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"start", "stop", 0.0f, ~0ul);
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}
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}
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@ -167,13 +217,15 @@ void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group
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{
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const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
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if(info != sWeaponTypeListEnd)
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group = info->actiongroup;
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group = info->longgroup;
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}
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state)
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: mPtr(ptr)
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, mAnimation(anim)
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, mIdleState(CharState_Idle)
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, mMovementState(CharState_None)
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, mCharState(state)
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, mWeaponType(WeapType_None)
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, mSkipAnim(false)
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@ -196,12 +248,16 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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mAnimation->setAccumulation(Ogre::Vector3(0.0f));
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}
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std::string group;
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Priority prio;
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bool loops;
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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"start", "stop", 1.0f, loops ? (~(size_t)0) : 0);
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refreshCurrentAnims(mIdleState, mMovementState, true);
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if(mCharState >= CharState_Death1)
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{
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const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState));
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if(state == sStateListEnd)
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throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
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mAnimation->play(state->groupname, Priority_Death, MWRender::Animation::Group_All,
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false, "start", "stop", 1.0f, 0);
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}
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}
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CharacterController::~CharacterController()
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@ -248,9 +304,9 @@ void CharacterController::update(float duration, Movement &movement)
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speed = cls.getSpeed(mPtr);
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// advance athletics
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if (vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player")
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if(vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player")
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{
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if (inwater)
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if(inwater)
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{
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mSecondsOfSwimming += duration;
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while(mSecondsOfSwimming > 1)
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@ -259,7 +315,7 @@ void CharacterController::update(float duration, Movement &movement)
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mSecondsOfSwimming -= 1;
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}
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}
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else if (isrunning)
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else if(isrunning)
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{
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mSecondsOfRunning += duration;
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while(mSecondsOfRunning > 1)
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@ -292,54 +348,60 @@ void CharacterController::update(float duration, Movement &movement)
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//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
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}
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if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
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vec.x *= speed;
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vec.y *= speed;
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CharacterState movestate = CharState_None;
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CharacterState idlestate = CharState_SpecialIdle;
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bool forcestateupdate = false;
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if(std::abs(vec.x/2.0f) > std::abs(vec.y))
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{
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if(vec.x > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight)));
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movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight
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: (isrunning ? CharState_RunRight : CharState_WalkRight)));
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else if(vec.x < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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vec.x *= speed;
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vec.y *= speed;
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movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft
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: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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}
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else if(vec.y != 0.0f && speed > 0.0f)
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else if(vec.y != 0.0f)
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{
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if(vec.y > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward)));
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movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward
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: (isrunning ? CharState_RunForward : CharState_WalkForward)));
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else if(vec.y < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)));
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vec.x *= speed;
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vec.y *= speed;
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movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack
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: (isrunning ? CharState_RunBack : CharState_WalkBack)));
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}
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else if(rot.z != 0.0f && !inwater && !sneak)
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{
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if(rot.z > 0.0f)
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setState(CharState_TurnRight);
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movestate = CharState_TurnRight;
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else if(rot.z < 0.0f)
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setState(CharState_TurnLeft);
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movestate = CharState_TurnLeft;
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}
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else if(mAnimQueue.size() > 0)
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{
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if(mAnimQueue.size() > 1)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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mAnimation->play(mAnimQueue.front().first, 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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if(movestate != CharState_None)
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clearAnimQueue();
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if(mAnimQueue.size() == 0)
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idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle));
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else if(mAnimQueue.size() > 1)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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mAnimation->play(mAnimQueue.front().first, 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
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)));
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vec *= duration;
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movement.mPosition[0] += vec.x;
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@ -410,13 +472,15 @@ void CharacterController::update(float duration, Movement &movement)
|
|||
|
||||
if(mUpdateWeapon)
|
||||
{
|
||||
forcestateupdate = (mWeaponType != weaptype);
|
||||
mWeaponType = weaptype;
|
||||
forceStateUpdate();
|
||||
mUpdateWeapon = false;
|
||||
}
|
||||
|
||||
if(weaptype != mWeaponType)
|
||||
{
|
||||
forcestateupdate = true;
|
||||
|
||||
std::string weapgroup;
|
||||
if(weaptype == WeapType_None)
|
||||
{
|
||||
|
@ -435,7 +499,6 @@ void CharacterController::update(float duration, Movement &movement)
|
|||
}
|
||||
|
||||
mWeaponType = weaptype;
|
||||
forceStateUpdate();
|
||||
|
||||
if(weapon != inv.end())
|
||||
{
|
||||
|
@ -461,8 +524,10 @@ void CharacterController::update(float duration, Movement &movement)
|
|||
else if(mAnimation->isPlaying("torch"))
|
||||
mAnimation->disable("torch");
|
||||
}
|
||||
|
||||
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
|
||||
}
|
||||
else if (cls.getCreatureStats(mPtr).isDead())
|
||||
else if(cls.getCreatureStats(mPtr).isDead())
|
||||
{
|
||||
MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false);
|
||||
}
|
||||
|
@ -506,7 +571,10 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
|
|||
clearAnimQueue();
|
||||
mAnimQueue.push_back(std::make_pair(groupname, count-1));
|
||||
|
||||
mCharState = CharState_SpecialIdle;
|
||||
mAnimation->disable(mCurrentIdle);
|
||||
mCurrentIdle.clear();
|
||||
|
||||
mIdleState = CharState_SpecialIdle;
|
||||
mAnimation->play(groupname, Priority_Default,
|
||||
MWRender::Animation::Group_All, false,
|
||||
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
|
||||
|
@ -528,8 +596,7 @@ bool CharacterController::isAnimPlaying(const std::string &groupName)
|
|||
{
|
||||
if(mAnimation == NULL)
|
||||
return false;
|
||||
else
|
||||
return mAnimation->isPlaying(groupName);
|
||||
return mAnimation->isPlaying(groupName);
|
||||
}
|
||||
|
||||
|
||||
|
@ -556,12 +623,17 @@ void CharacterController::forceStateUpdate()
|
|||
return;
|
||||
clearAnimQueue();
|
||||
|
||||
std::string group;
|
||||
Priority prio;
|
||||
bool loops;
|
||||
getCurrentGroup(group, prio, loops);
|
||||
mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
|
||||
"start", "stop", 0.0f, loops ? (~(size_t)0) : 0);
|
||||
refreshCurrentAnims(mIdleState, mMovementState, true);
|
||||
if(mCharState >= CharState_Death1)
|
||||
{
|
||||
const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState));
|
||||
if(state == sStateListEnd)
|
||||
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
|
||||
|
||||
if(!mAnimation->getInfo(state->groupname))
|
||||
mAnimation->play(state->groupname, Priority_Death, MWRender::Animation::Group_All,
|
||||
false, "start", "stop", 0.0f, 0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@ class Movement;
|
|||
|
||||
enum Priority {
|
||||
Priority_Default,
|
||||
Priority_Movement,
|
||||
Priority_Weapon,
|
||||
Priority_Torch,
|
||||
|
||||
|
@ -26,6 +27,8 @@ enum Priority {
|
|||
};
|
||||
|
||||
enum CharacterState {
|
||||
CharState_None,
|
||||
|
||||
CharState_SpecialIdle,
|
||||
CharState_Idle,
|
||||
CharState_Idle2,
|
||||
|
@ -100,6 +103,11 @@ class CharacterController
|
|||
typedef std::deque<std::pair<std::string,size_t> > AnimationQueue;
|
||||
AnimationQueue mAnimQueue;
|
||||
|
||||
CharacterState mIdleState;
|
||||
std::string mCurrentIdle;
|
||||
CharacterState mMovementState;
|
||||
std::string mCurrentMovement;
|
||||
|
||||
CharacterState mCharState;
|
||||
WeaponType mWeaponType;
|
||||
bool mSkipAnim;
|
||||
|
@ -111,8 +119,7 @@ class CharacterController
|
|||
float mSecondsOfSwimming;
|
||||
float mSecondsOfRunning;
|
||||
|
||||
// Gets an animation group name from the current character state, and whether it should loop.
|
||||
void getCurrentGroup(std::string &group, Priority &prio, bool &loops) const;
|
||||
void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false);
|
||||
|
||||
static void getWeaponGroup(WeaponType weaptype, std::string &group);
|
||||
|
||||
|
|
Loading…
Reference in a new issue