Esempio n. 1
0
bool CBoidObject::PlayAnimation( const char *animation, bool bLooped, float fBlendTime )
{
	bool playing = false;

	if (m_object)
	{
		ISkeletonAnim* pSkeleton = m_object->GetISkeletonAnim();
		assert(pSkeleton);

		CryCharAnimationParams animParams;
		if (bLooped)
			animParams.m_nFlags |= CA_LOOP_ANIMATION;
		animParams.m_fTransTime = fBlendTime;

		const int amountAnimationsInFIFO = pSkeleton->GetNumAnimsInFIFO(0);
		const uint32 maxAnimationsAllowedInQueue = 2;
		if(amountAnimationsInFIFO >= maxAnimationsAllowedInQueue)
		{
			animParams.m_nFlags |= CA_REMOVE_FROM_FIFO;
		}

		playing = pSkeleton->StartAnimation( animation, animParams );
		assert(pSkeleton->GetNumAnimsInFIFO(0) <= maxAnimationsAllowedInQueue);
		m_object->SetPlaybackScale( 1.0f ); 
	}
	return playing;
}
Esempio n. 2
0
//------------------------------------------------------------------------
void CItem::PlayAnimationEx(const char* animationName, int slot, int layer, bool loop, float blend, float speed, uint32 flags)
{
	bool start=true;

	ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);

	if (!pCharacter && slot==eIGS_FirstPerson && ((m_stats.viewmode&eIVM_FirstPerson)==0))
	{
		start=false;

		int idx = 0;
		if (m_stats.hand == eIH_Right)
			idx = 1;
		else if (m_stats.hand == eIH_Left)
			idx = 2;
		if (m_fpgeometry[idx].name.empty())
			idx = 0;

		pCharacter = m_pItemSystem->GetCachedCharacter(m_fpgeometry[idx].name.c_str());
	}

	if (pCharacter && animationName)
	{
		ISkeletonAnim* pSkeletonAnim = pCharacter->GetISkeletonAnim();

		if (flags&eIPAF_CleanBlending)
		{
			while(pSkeletonAnim->GetNumAnimsInFIFO(layer)>1)
			{
				if (!pSkeletonAnim->RemoveAnimFromFIFO(layer, pSkeletonAnim->GetNumAnimsInFIFO(layer)-1))
					break;
			}
		}

		if (flags&eIPAF_NoBlend)
			blend = 0.0f;

		if (start)
		{
			CryCharAnimationParams params;
			params.m_fTransTime = blend;
			params.m_nLayerID = layer;
			params.m_nFlags = (loop?CA_LOOP_ANIMATION:0)|(flags&eIPAF_RestartAnimation?CA_ALLOW_ANIM_RESTART:0)|(flags&eIPAF_RepeatLastFrame?CA_REPEAT_LAST_KEY:0);
			pSkeletonAnim->StartAnimation(animationName,  params);
			pSkeletonAnim->SetLayerUpdateMultiplier(layer, speed);

			//pCharacter->GetISkeleton()->SetDebugging( true );
		}

		float duration=0.0f;
		int animationId = pCharacter->GetIAnimationSet()->GetAnimIDByName(animationName);
		if (animationId>=0)
			duration = pCharacter->GetIAnimationSet()->GetDuration_sec(animationId);
		
		m_animationTime[slot] = (uint32)(duration*1000.0f/speed);
		m_animationEnd[slot] = (uint32)(gEnv->pTimer->GetCurrTime()*1000.0f)+m_animationTime[slot];
		m_animationSpeed[slot] = speed;
	}
}
Esempio n. 3
0
void CScriptbind_Entity::PlayAnimation(IEntity *pEntity, mono::string animationName, int slot, int layer, float blend, float speed, EAnimationFlags flags)
{
	// Animation graph input
	/*if(IGameObject *pGameObject = static_cast<CScriptSystem *>(GetMonoScriptSystem())->GetIGameFramework()->GetGameObject(pEntity->GetId()))
	{
		if(IAnimatedCharacter *pAniamtedCharacter = static_cast<IAnimatedCharacter*>(pGameObject->AcquireExtension("AnimatedCharacter")))	
		{
			pAniamtedCharacter->GetAnimationGraphState()->SetInput("Action / "Signal"
		}
	}*/

	ICharacterInstance *pCharacter = pEntity->GetCharacter(slot);
	if(!pCharacter)
		return;

	ISkeletonAnim *pSkeletonAnim = pCharacter->GetISkeletonAnim();
	if(!pSkeletonAnim)
		return;

	if(flags & EAnimFlag_CleanBending)
	{
		while(pSkeletonAnim->GetNumAnimsInFIFO(layer)>1)
		{
			if (!pSkeletonAnim->RemoveAnimFromFIFO(layer, pSkeletonAnim->GetNumAnimsInFIFO(layer)-1))
				break;
		}
	}

	if (flags & EAnimFlag_NoBlend)
		blend = 0.0f;

	CryCharAnimationParams params;
	params.m_fTransTime = blend;
	params.m_nLayerID = layer;
	params.m_fPlaybackSpeed = speed;
	params.m_nFlags = (flags & EAnimFlag_Loop ? CA_LOOP_ANIMATION : 0) | (flags & EAnimFlag_RestartAnimation ? CA_ALLOW_ANIM_RESTART : 0) | (flags & EAnimFlag_RepeatLastFrame ? CA_REPEAT_LAST_KEY : 0);
	pSkeletonAnim->StartAnimation(ToCryString(animationName),  params);
}
Esempio n. 4
0
void CLivingEntitySample::StartAnimationForCurrentAnimationState()
{
	IEntity* pEntity = GetEntity();

	const int slot = 0;
	ICharacterInstance* pCharacterInstance = pEntity->GetCharacter( slot );
	if ( pCharacterInstance == NULL )
	{
		return;
	}

	ISkeletonAnim* pSkeletonAnim = pCharacterInstance->GetISkeletonAnim();
	if ( pSkeletonAnim == NULL )
	{
		return;
	}

	CryCharAnimationParams animationParams;
	animationParams.m_nFlags |= CA_LOOP_ANIMATION;
	animationParams.m_nLayerID = 0;
	animationParams.m_fTransTime = 0.3f;

	const char* animationName = IDLE_ANIMATION_NAME;
	switch ( m_animationState )
	{
	case None:
	case Idle:
		animationName = IDLE_ANIMATION_NAME;
		break;

	case Walk:
		animationName = WALK_ANIMATION_NAME;
		break;
	}

	pSkeletonAnim->StartAnimation( animationName, animationParams );
}