コード例 #1
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void Mcut::play(ActMatter* owner)
{
	EventData* evdat = owner->getEventSystemRefer()->getEventData(); ASSERT(evdat != 0L);

	// ムービーカット定義開始
	_evid = evdat->addChildMatter(owner->getEvId(), "MOVIECUT"); ASSERT(_evid != 0);
	MovieCutMatter* vfmatter = (MovieCutMatter*)evdat->getMatterFromEvid(_evid); ASSERT(vfmatter != 0L);
	vfmatter->setting(&_setting);	// 動作設定
	// イベント開始
	EvCause evcause(EventCause::CID_ACT);
	owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

	Act::play(owner);
}
コード例 #2
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void ScrEff::play(ActMatter* owner)
{
	EventData* evdat = owner->getEventSystemRefer()->getEventData(); ASSERT(evdat != 0L);

	// スクリーンエフェクト開始
	_evid = evdat->addChildMatter(owner->getEvId(), "SCREFF"); ASSERT(_evid != 0);
	ScrEffMatter* matter = (ScrEffMatter*)evdat->getMatterFromEvid(_evid); ASSERT(matter != 0L);
	matter->setting(&_setting);	// 動作設定
	// イベント開始
	EvCause evcause(EventCause::CID_ACT);
	owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

	Act::play(owner);
}
コード例 #3
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void TexFacial::play(ActMatter* owner)
{
	EventData* evdat = owner->getEventSystemRefer()->getEventData(); ASSERT(evdat != 0L);

	// スプライト表示
	_evid = evdat->addChildMatter(owner->getEvId(), "TEXFACIAL"); ASSERT(_evid != 0);
	TexFacialMatter* matter = (TexFacialMatter*)evdat->getMatterFromEvid(_evid); ASSERT(matter != 0L);
	matter->setting(&_setting);	// 動作設定
	// イベント開始
	EvCause evcause(EventCause::CID_ACT);
	owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

	Game::getGame()->setWaitFrame();	// ゲームへ読み込み負荷のためのウェイトフレーム設定

	Act::play(owner);
}
コード例 #4
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void Rtmv::play(ActMatter* owner)
{
	EventData* evdat = owner->getEventSystemRefer()->getEventData(); ASSERT(evdat != 0L);

	// リアルタイムムービーを再生する
	_evid = evdat->addChildMatter(owner->getEvId(), "RTMOVIE"); ASSERT(_evid != 0);
	RealtimeMovieMatter* matter = (RealtimeMovieMatter*)evdat->getMatterFromEvid(_evid); ASSERT(matter != 0L);
	matter->setting(_fileid);	// 動作設定
	// イベント開始
	EvCause evcause(EventCause::CID_ACT);
	owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

	Game::getGame()->setWaitFrame();	// ゲームへ読み込み負荷のためのウェイトフレーム設定

	Act::play(owner);
}
コード例 #5
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void Msg::play(ActMatter* owner)
{
    EventData* evdat = owner->getEventSystemRefer()->getEventData();
    ASSERT(evdat != 0L);

    // メッセージを表示する
    _evid = evdat->addChildMatter(owner->getEvId(), "TALK");
    ASSERT(_evid != 0);
    TalkMatter* matter = (TalkMatter*)evdat->getMatterFromEvid(_evid);
    ASSERT(matter != 0L);
    matter->setting(&_setting, evdat->getMsgDataSet());	// 動作設定
    // イベント開始
    EvCause evcause(EventCause::CID_ACT);
    owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

    Act::play(owner);
}
コード例 #6
0
/*---------------------------------------------------------------------*//**
	動作開始
**//*---------------------------------------------------------------------*/
void Prog::play(ActMatter* owner)
{
	EventData* evdat = owner->getEventSystemRefer()->getEventData();	ASSERT(evdat != 0L);

	// カスタムプログラムを再生する
	ASSERT(_name != 0L);
	_evid = evdat->addChildMatter(owner->getEvId(), _name);				ASSERT(_evid != 0);
	EvMatter* matter = evdat->getMatterFromEvid(_evid);
	if(matter != 0L)
	{
		matter->setPreserveParam(owner->getPreserveParam());	// プログラムでの取得・解析用に ActMatter の保持パラメータを渡す
		if(matter->getMatterType() == EMTYPE_PROG)
		{
			((ProgMatter*)matter)->setting(&_setting);	// 動作設定
		}
	}
	// イベント開始
	EvCause evcause(EventCause::CID_ACT);
	owner->getEventSystemRefer()->begin(_evid, owner->getBeginParam(), &evcause);

	Act::play(owner);
}