Finished rewrite of actor animation system

* Rewrote the actor animation system to work like sprites
* Renamed a few functions
* Added DeleteSpriteAnimation() and the delete queue to sprites
* Removed transitions for the time being (they don't seem to work in irrlicht right now
* Added PreUpdate() function
* Added documentation for name changes and new functions
This commit is contained in:
n00b
2024-10-20 20:06:20 -04:00
parent 6f5cb3c6d5
commit 1033701d1d
36 changed files with 5043 additions and 1492 deletions

View File

@@ -355,6 +355,7 @@ struct rc_canvas_obj
irr::core::array<rc_canvas_obj> rc_canvas;
irr::core::array<u32> rc_canvas_zOrder;
int rc_active_canvas = -1;
bool hasPreUpdated = false;
irr::video::SColor rc_active_color(0,0,0,0);
irr::video::SColor rc_clear_color(0,0,0,0);
@@ -568,6 +569,7 @@ class rc_animEndCallBack : public IAnimationEndCallBack
{
if(ref_actor->current_animation_loop < ref_actor->num_animation_loops || ref_actor->num_animation_loops < 0)
{
//std::cout << "animating" << std::endl;
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*) ref_actor->mesh_node;
int animation = ref_actor->current_animation;
if(animation < 0 || animation >= ref_actor->animation.size())