Esempio n. 1
0
bool PlayAnimationTask::Perform(Subsystem& subsystem)
{
	DM_LOG(LC_AI, LT_INFO)LOGSTRING("PlayAnimationTask performing.\r");

	idAI* owner = _owner.GetEntity();

	// This task may not be performed with an empty owner pointer
	assert(owner != NULL);

	// Exit when the waitstate is not "customAnim" anymore
	idStr waitState(owner->WaitState());

	if (waitState != "customAnim")
	{
		// We're finished, what now?
		if (_playCycle)
		{
			// Starte the anim cycle again
			StartAnim(owner);
		}
		else
		{
			return true;
		}
	}

	return false;
}
Esempio n. 2
0
void CWaitingWindow::Show()
{
	setVisible(true);
	StartAnim();
	auto alphaAction = CCFadeIn::create(0.3f);
	auto spawn = Spawn::create(alphaAction,NULL);
	m_IsShow = true;
	runAction(spawn);
}
Esempio n. 3
0
		void EventSetVisible(bool bVisible)
		{
			if(bVisible)
			{
				if(!m_bRealStop)
					StartAnim();
			}
			else
				StopAnim(true);
		}
Esempio n. 4
0
void PlayAnimationTask::Init(idAI* owner, Subsystem& subsystem)
{
	// Just init the base class
	Task::Init(owner, subsystem);

	// Parse animation spawnargs here
	if (_animName.IsEmpty())
	{
		gameLocal.Warning("%s cannot start PlayAnimationTask with empty animation name.",owner->name.c_str());
		subsystem.FinishTask();
	}

	StartAnim(owner);
}
Esempio n. 5
0
		virtual void LoadGifImage()
		{
			CDuiString sImag = m_pOwer->GetBkImage();
			m_bLoadImg = true;
			m_pGifImage	=	CRenderEngine::LoadGifImageX(STRINGorID(sImag),0, 0);
			if ( NULL == m_pGifImage ) return;
			m_nFrameCount	=	m_pGifImage->GetNumFrames();
			m_nFramePosition = 0;
			m_nDelay = m_pGifImage->GetFrameDelay();
			if (m_nDelay <= 0 ) 
				m_nDelay = 100;
			if(!m_bAutoStart)
				m_bRealStop = true;
			if(m_bAutoStart && m_pOwer->IsVisible())
				StartAnim();
		}