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