BGE Animations: Fixing a bug with priority and non continuous animations.

This commit is contained in:
Mitchell Stokes 2011-06-29 01:53:17 +00:00
parent de3c95a09c
commit d122f24c1a
7 changed files with 16 additions and 12 deletions

@ -184,8 +184,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_is_going && bPositiveEvent)
{
m_is_going = true;
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, 0, m_ipo_flags);
if (m_end_reset)
if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, 0, m_ipo_flags) && m_end_reset)
obj->SetActionFrame(m_layer, m_localtime);
}
else if (m_is_going && bNegativeEvent)

@ -104,7 +104,7 @@ BL_Action::~BL_Action()
delete m_ptrrna;
}
void BL_Action::Play(const char* name,
bool BL_Action::Play(const char* name,
float start,
float end,
short priority,
@ -118,7 +118,7 @@ void BL_Action::Play(const char* name,
// Only start playing a new action if we're done, or if
// the new action has a higher priority
if (priority != 0 && !IsDone() && priority >= m_priority)
return;
return false;
m_priority = priority;
bAction* prev_action = m_action;
@ -128,7 +128,7 @@ void BL_Action::Play(const char* name,
{
printf("Failed to load action: %s\n", name);
m_done = true;
return;
return false;
}
if (prev_action != m_action)
@ -178,6 +178,8 @@ void BL_Action::Play(const char* name,
m_speed = playback_speed;
m_done = false;
return true;
}
void BL_Action::Stop()
@ -329,6 +331,9 @@ void BL_Action::Update(float curtime)
game_blend_poses(m_pose, m_blendpose, weight);
}
// Handle layer blending
obj->SetPose(m_pose);
obj->SetActiveAction(NULL, 0, curtime);

@ -78,7 +78,7 @@ public:
BL_Action(class KX_GameObject* gameobj);
~BL_Action();
void Play(const char* name,
bool Play(const char* name,
float start,
float end,
short priority,

@ -56,7 +56,7 @@ void BL_ActionManager::SetActionFrame(short layer, float frame)
m_layers[layer]->SetFrame(frame);
}
void BL_ActionManager::PlayAction(const char* name,
bool BL_ActionManager::PlayAction(const char* name,
float start,
float end,
short layer,
@ -67,7 +67,7 @@ void BL_ActionManager::PlayAction(const char* name,
short ipo_flags,
float playback_speed)
{
m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}
void BL_ActionManager::StopAction(short layer)

@ -42,7 +42,7 @@ public:
BL_ActionManager(class KX_GameObject* obj);
~BL_ActionManager();
void PlayAction(const char* name,
bool PlayAction(const char* name,
float start,
float end,
short layer=0,

@ -360,7 +360,7 @@ BL_ActionManager* KX_GameObject::GetActionManager()
return m_actionManager;
}
void KX_GameObject::PlayAction(const char* name,
bool KX_GameObject::PlayAction(const char* name,
float start,
float end,
short layer,
@ -371,7 +371,7 @@ void KX_GameObject::PlayAction(const char* name,
short ipo_flags,
float playback_speed)
{
GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
return GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}
void KX_GameObject::StopAction(short layer)

@ -211,7 +211,7 @@ public:
/**
* Adds an action to the object's action manager
*/
void PlayAction(const char* name,
bool PlayAction(const char* name,
float start,
float end,
short layer=0,