void S_SheetAnimation::Notify(const Message& l_message){
	if(HasEntity(l_message.m_receiver)){
		EntityMessage m = (EntityMessage)l_message.m_type;
		switch(m){
		case EntityMessage::State_Changed:
			{
				EntityState s = (EntityState)l_message.m_int;
				switch(s){
				case EntityState::Idle:
					ChangeAnimation(l_message.m_receiver,"Idle",true,true);
					break;
				case EntityState::Walking:
					ChangeAnimation(l_message.m_receiver,"Walk",true,true);
					break;
				case EntityState::Attacking:
					ChangeAnimation(l_message.m_receiver,"Attack",true,false);
					break;
				case EntityState::Hurt: break;
				case EntityState::Dying:
					ChangeAnimation(l_message.m_receiver,"Death",true,false);
					break;
				}
			}
			break;
		}
	}
}
예제 #2
0
void CBurnBot::CollisionResponse(IBaseObject* pObj)
{
	int nType = pObj->GetID();

	Sphere tempSphere = pObj->GetSphere();
	D3DXVECTOR3 V = tempSphere.m_Center - this->GetSphere().m_Center;
	float Mag = D3DXVec3Length(&V);
	float Distance = tempSphere.m_Radius + GetSphere().m_Radius;
	float X = Distance/Mag + EPISILON;
	V = V * X;
	D3DXMATRIX tempMat = pObj->GetMatrix();
	if(nType == OBJ_TUNNEL)
		tempMat._43 *= 0.85f;
	D3DXMATRIX tempSetMat = GetMatrix();
	tempSetMat._41 = tempMat._41 - V.x;
	tempSetMat._43 = tempMat._43 - V.z;
	this->SetMatrix(tempSetMat);


	if( nType == OBJ_PLAYER )
	{
		if(!m_bCloseToTarget)
		{
			m_bCloseToTarget = true;
			m_fExplodeTimer = BURN_CHARGETIME;
			SetBeingHit(BURNEXPLODE);
			WwiseNS::PlaySFX(WwiseNS::EVENT_SOUND_BURNALERT);
			ChangeAnimation(0);
		}
	}
}
예제 #3
0
파일: Crate.cpp 프로젝트: scaepz/Shapist
CCrate::CCrate(int x, int y) : CBaseObject(x,y)
{
	renderOrder = 3;
	ChangeAnimation(idle);
	SetHP(150);
	lookingLeft = false;
	content = nothing;
}
예제 #4
0
void GraphicsComponent::Draw(sf::Vector2<float> position, char * newAnimState /* = 0 */)
{
	if(newAnimState)
	{
		ChangeAnimation(newAnimState);
	}
	this->position = position;
	drawThisFrame = true;
}
예제 #5
0
파일: Fluid.cpp 프로젝트: scaepz/Shapist
CFluid::CFluid(int x, int y, CVectorManager * _vm, float _viscocity) : CTrapObject(x, y)
{
	renderOrder = 4;
	vm = _vm;
	damage = 1;
	frequencyInMs = 150;
	ChangeAnimation(idle);
	viscocity = _viscocity;
}
예제 #6
0
파일: Crate.cpp 프로젝트: scaepz/Shapist
bool CCrate::Die()
{
	if (!IsDying())
	{
		ChangeAnimation(death);
		dying = true;
	}
	timeToDie -= g_time;
	if (timeToDie > 0)
	{
		return false;
	}
	else return true;
}
예제 #7
0
void PlayerObject::HandleEvent(Event* pEvent)
{
	if (pEvent->GetEventID() == "playerKeyUp.Up")
	{
		SetVelocityY(0.0);
		ChangeAnimation("Idle");
	}
	else if (pEvent->GetEventID() == "playerKeyUp.Down")
	{
		SetVelocityY(0.0);
		ChangeAnimation("Idle");
	}
	else if (pEvent->GetEventID() == "playerKeyUp.Right")
	{
		SetVelocityX(0.0);
		ChangeAnimation("Idle");
		m_Animations[m_currentAnimation]->SetScale(XMFLOAT2(1.0f, 1.0f));
	}
	else if (pEvent->GetEventID() == "playerKeyUp.Left")
	{
		SetVelocityX(0.0);
		ChangeAnimation("Idle");
		m_Animations[m_currentAnimation]->SetScale(XMFLOAT2(-1.0f, 1.0f));
	}
	else if (pEvent->GetEventID() == "playerKeyDown.Up")
	{
		SetVelocityY(25.0f);
		ChangeAnimation("Walk");
	}
	else if (pEvent->GetEventID() == "playerKeyDown.Down")
	{
		SetVelocityY(-25.0f);
		ChangeAnimation("Walk");
	}
	else if (pEvent->GetEventID() == "playerKeyDown.Right")
	{
		SetVelocityX(25.0f);
		ChangeAnimation("Walk");
		m_Animations[m_currentAnimation]->SetScale(XMFLOAT2(1.0f, 1.0f));
	}
	else if (pEvent->GetEventID() == "playerKeyDown.Left")
	{
		SetVelocityX(-25.0f);
		ChangeAnimation("Walk");
		m_Animations[m_currentAnimation]->SetScale(XMFLOAT2(-1.0f, 1.0f));
	}
}
예제 #8
0
파일: Crate.cpp 프로젝트: scaepz/Shapist
CCrate::CCrate(int x, int y, int _content) : CBaseObject(x, y)
{
	if (_content < numberOfItems && _content > 0)
	{
		content = _content;
	}
	else
	{
		content = nothing;
	}
	renderOrder = 3;
	ChangeAnimation(idle);
	SetHP(150);
	lookingLeft = false;
}
예제 #9
0
void CKrakenLeg::Init(std::string path)
{
	CAniXfile* CreatedAniXfile = NULL;
	CreatedAniXfile = CObjMgr::GetInstance()->GetAniXfile(path);

	if( CreatedAniXfile != NULL)
	{
		m_pXAnifile = new CAniXfile();
		m_pXAnifile = CreatedAniXfile;


		m_pAC = m_pXAnifile->GetAC();
		ChangeAnimation(2);
	}	
}
예제 #10
0
bool CKrakenLeg::Run(float fElapsed)
{
	if( m_nHp <= 0 )
	{
		
		m_fDieTimer += fElapsed ;
		ChangeAnimation(0);
		if(m_fDieTimer > 0.7)
		{
			if(m_bLive)
			{
				m_bLive = false;
				m_pKraken->AddLegDiedCount(1);
			}

			return true;
		}
	}

	m_fAnimationTime	+= fElapsed;

	

	if(m_fAnimationTime > 10000000)
	{
		m_fAnimationTime = 0;
	}


	if(m_pAC && m_dwCurrentAnimation != -1)
	{
		m_pAC->SetTrackSpeed(m_dwCurrentTrack,m_fAnimationSpeed);
		m_pAC->AdvanceTime(fElapsed, NULL);
	}

	m_pXAnifile->Run(fElapsed);

	
	

	SwingAttack(fElapsed);


	return true;
}
예제 #11
0
CExplosion::CExplosion(int _size, float _impulse, int _damage, int x, int y, int _type) : CBaseObject(x,y,_type,_size)
{
	
	impulse = _impulse;
	damage = _damage;
	frameSizeX = 256;
	frameSizeY = 256;
	renderOrder = 4;

	radius = _size;
	impulseCentre[0] = x + (radius / 2);
	impulseCentre[1] = y + (radius / 2);
	textureId = 501;
	animationData[blow][frameCountData] = 17;
	animationData[blow][msPerFrameData] = 50;
	animationData[blow][startFrameData] = 0;
	ChangeAnimation(blow);

}
예제 #12
0
void GraphicsComponent::Draw(sf::Vector2<float> camPosition, sf::RenderWindow* window, float deltaTime)
{
	if(currAnimation)
	{
		currTime += deltaTime;
		float frameTime = currAnimation->frames[currFrame].time;
		if(currTime >= frameTime)
		{
			currTime -= frameTime;
			currFrame++;
			if(currFrame == currAnimation->numFrames)
			{
				if(currAnimation->loop)
					currFrame = 0;
				else
				{
					ChangeAnimation(currAnimation->nextAnim);
					currFrame = 0;
				}
			}
		}
	} 
	else 
	{
		return;
	}
	if(!drawThisFrame)
		return;
	sf::Sprite & drawing = currAnimation->frames[currFrame].toDraw;
	if(facing == 0xff ) // -1 int8_t
	{
		int width = (int)drawing.getLocalBounds().width;
		drawing.setTextureRect(sf::IntRect(width, 0,-width, (int)drawing.getLocalBounds().height ));
	}
	else
	{
		drawing.setTextureRect(sf::IntRect(0, 0, (int)drawing.getLocalBounds().width, (int)drawing.getLocalBounds().height));
	}
	drawing.setPosition(position.x - camPosition.x, position.y - camPosition.y);
	window->draw(drawing);
	drawThisFrame = false;
}
예제 #13
0
//=============================================================================
//処理
//=============================================================================
void CEnemyRabbit::Exec()
{
	/*アニメカウンタの加算*/
	m_fAnimTime[ANIM_NOW] += 0.5f;
	
	float fLast = m_pActorModel[m_ActorIndex]->GetAnimationLastTime( m_AnimID[ANIM_NOW] );
	
	/*時間が最後まで到達*/
	for( int Anim = 0;Anim < ANIM_MAX;++Anim )
	{
		/*時間が最後まで到達*/
		if ( m_fAnimTime[Anim] > m_pActorModel[m_ActorIndex]->GetAnimationLastTime( m_AnimID[Anim] ) )
		{
			/*最初に戻す*/
			m_fAnimTime[Anim] = 1.0f;
		}
	}
	
	/*アニメーションの切り替え*/
	ChangeAnimation();

	/*姿勢のリセット*/		
	m_pActorModel[m_ActorIndex]->TransformReset();
	
	m_pActorModel[m_ActorIndex]->Scaling( m_vScale.x, m_vScale.y, m_vScale.z );
	
	m_pActorModel[m_ActorIndex]->RotationY( toI( -m_vRot.x ) + DEG_TO_ANGLE(90) );
	
	/*移動の設定*/
	m_pActorModel[m_ActorIndex]->Translation( m_vPos );

	// キャラに対してアニメーションを更新
	m_pActorModel[m_ActorIndex]->UpdateAnimation( m_AnimID[ANIM_NOW], m_fAnimTime[ANIM_NOW] );
	
	// キャラの変換更新
	m_pActorModel[m_ActorIndex]->TransformUpdate();
	
}
예제 #14
0
std::string CAnimationGroupEditImp::AddAgp( std::string str )
{
	if (MODEL)
	{
		m_strCurAgpName = str;

		MODEL->StopAni(-1);

		std::string sAgpFile = str.substr(0, str.length()-4) + ".agp";
		CEditAnimationGroup* tpAnimationGroup = new CEditAnimationGroup(sAgpFile);
		string strErr;

		tpAnimationGroup->AddRef();
		if(tpAnimationGroup->BinLoad()<0)
		{
			char msg[256];
			sprintf_s(msg, "动画列表%s没载入成功", sAgpFile.c_str());
			return msg;
		}

		CEditSkeletalFrame* tSkeletalFrame;
		CSkeletalsMgr::GetInst()->GetSkeInPool(tpAnimationGroup->GetSkeletalFrameName(),(CSkeletalFrame**)&tSkeletalFrame);
		if(!tSkeletalFrame)
		{
			std::string msg = "没有找到骨架文件";
			msg += tpAnimationGroup->GetSkeletalFrameName();
			tpAnimationGroup->Release();
			return msg;
		}

		if( !m_pSkeletalFrame)
		{
			EDITMODEL->ClearAnimateGroup();
			EDITMODEL->SetSkeletalFrame(  tSkeletalFrame );
			EDITMODEL->SetEditAnimateGroup( tpAnimationGroup);	

			m_pAnimateGroup = tpAnimationGroup;
			m_pAnimateGroup->AddRef();
			m_pSkeletalFrame = tSkeletalFrame;

			SKELETAL_MASK mask;
			m_pSkeletalFrame->FillSkeletalMask(mask);
			EDITMODEL->SetSkesMask(mask);

			EDITMODEL->CalSkeletalSize(0);

			m_vtAnimName.clear();
			// to mfc animation name list
			CAnimationGroup* pAniGrp = tpAnimationGroup;
			std::string strName;
			uint32 animateNum = pAniGrp->GetAnimateNum();
			for( uint32 i = 0; i < animateNum; i++ )
			{
				sqr::IDNAME Name = (*pAniGrp)[i]->GetName();
				float sp = (*pAniGrp)[i]->GetGroundSpeed();
				strName = CalName(Name,sp);
				m_vtAnimName.push_back(strName);
			}

			tpAnimationGroup->Release();

			ChangeAnimation(string((*pAniGrp)[0]->GetName()));

			return "添加成功";
		}

		string ErrSkeletal;
		if( m_pSkeletalFrame->IsFitForMe( *tSkeletalFrame, ErrSkeletal ) )
		{
			CAnimationGroup::CAnimateList& NewList = tpAnimationGroup->GetAnimateList();
			CAnimationGroup::CAnimateList& OrgList = m_pAnimateGroup->GetAnimateList();
			for( int i = 0; i < (int)NewList.size(); i++ )
			{
				sqr::IDNAME NewName = NewList[i]->GetName();
				int j = 0;
				for( ; j < (int)OrgList.size(); j++ )
				{
					sqr::IDNAME OrgName = OrgList[j]->GetName();
					if( OrgName == NewName )
						break;
				}
				if( j == (int)OrgList.size() )
				{
					std::string name = NewName;
					OrgList.push_back( NewList[i] );
					m_vtAnimName.push_back(name);
				}
			}
			NewList.clear();
		}
		else
		{
			str += "文件骨骼结构和已经加入的文件骨骼结构不符, 请检查骨骼:";
			str += ErrSkeletal.c_str();
			return str;
		}

		ChangeAnimation(string((*m_pAnimateGroup)[0]->GetName()));

		return "添加成功";
	}
	else
		return "添加失败";
}
예제 #15
0
void CKrakenLeg::SwingAttack(float fElapsed)
{
	float Distance = 0;
	D3DXVECTOR3 CharPos = m_pInplay->GetCharacter()->GetPosition();
	Distance = D3DXVec3Length( &D3DXVECTOR3(CharPos - m_vPos) );

	if(Distance < 2.0)
	{
		D3DXMATRIX Rot;
		D3DXQUATERNION QuaRot;
		D3DXQUATERNION QuaStart;
		D3DXQUATERNION QuaSlerp;

		D3DXVECTOR3 ZVector(0,0,1);
		m_vDirection = m_pInplay->GetCharacter()->GetPosition()- m_vPos;

		D3DXMatrixIdentity(&Rot);

		

		Rot._11 = m_pInplay->GetCamera()->GetViewMatrix()->_11;
		Rot._13 = m_pInplay->GetCamera()->GetViewMatrix()->_13;
		Rot._31 = m_pInplay->GetCamera()->GetViewMatrix()->_31;
		Rot._33 = m_pInplay->GetCamera()->GetViewMatrix()->_33;

		Rot._41 = m_vPos.x;
		Rot._42 = m_vPos.y;
		Rot._43 = m_vPos.z;


		D3DXMatrixInverse( &Rot, NULL, &Rot );
		D3DXQuaternionRotationMatrix( &QuaStart, &m_matRotate);
		D3DXQuaternionRotationMatrix( &QuaRot, &Rot);

		if( D3DXVec3Dot(&ZVector,&m_vDirection) < 0)
		{
			D3DXQuaternionSlerp(&QuaSlerp, &QuaRot, &QuaStart, fElapsed);
		}
		else
		{
			D3DXQuaternionSlerp(&QuaSlerp, &QuaStart, &QuaRot, fElapsed);
		}
		
		D3DXMatrixRotationQuaternion(&Rot,&QuaSlerp);
		m_matRotate =  Rot;
		m_fAttackTimer += fElapsed;

		
		
		if( m_fAttackTimer >4.0f )
		{
			ChangeAnimation(1);
			
		}

		if( m_fAttackTimer > 5.63f)
		{
			m_fAnimationTime = 0;
			m_pInplay->GetCharacter()->AddHp( -200 ) ;
			ChangeAnimation(2);
			m_fAttackTimer = 0;
		}
	}
	else
	{
		ChangeAnimation(2);
	}
}
예제 #16
0
void CSmashBot::Update(float fDelta)
{
	if(m_fIsFading > 0.0f)
	{
		m_fIsFading -= fDelta;
		D3DXMATRIX tempCurr = GetMatrix();
		tempCurr[13] -= m_fIsFading * 0.05f;
		SetMatrix(tempCurr);

		if(m_fIsFading <= 0.0f)
			CGame::GetInstance()->GetOF()->Destroy(this);
		return;
	}
	if(m_fDying)
	{
		m_fDying += fDelta;

		if( m_fDying > m_fDieTime )
		{
			m_fIsFading = 2.0f;
			return;
		}
		float animTime = GetAnimationTime();
		animTime += fDelta;
		if(animTime > m_fDieTime)
			animTime = m_fDieTime;
		CAnimationProcessor::UpdateTime(GetCurrentAnimation(), animTime);
		CAnimationProcessor::Interpolator(GetCurrentAnimation(), animTime, PassCurrFrame());
		SetAnimationTime(animTime);
		return;
	}

	if( m_bIsSmashing )
		SetColor(COLOR_SMASHBOT_VUL);
	else
	{
		SetColor(COLOR_SMASHBOT);
		m_fScrollTime -= fDelta;
	}

	float animTime = GetAnimationTime();
	animTime += fDelta;
	if(GetWalking() != SMASH_WALK)
		animTime = min(animTime, m_fMaxAnim);
	CAnimationProcessor::UpdateTime(GetCurrentAnimation(), animTime);
	CAnimationProcessor::Interpolator(GetCurrentAnimation(), animTime, PassCurrFrame());
	SetAnimationTime(animTime);

	if(GetWasHit() == true)
	{
		float temp = GetHitDuration();
		temp += fDelta;
		SetHitDuration(temp);
		SetBeingHit(1);
		SetColor(COLOR_SMASHBOT_HIT);

		if(HIT_CAP < temp)
		{
			SetWasHit(false);
			SetHitDuration(0.0f);
			SetBeingHit(0);
		}
	}

	if( GetHealth() <= 0 )
	{
		CPickup* pPickup = nullptr;
		if(CGame::GetInstance()->GetOF()->Create(OBJ_PICKUP,(IBaseObject**)&pPickup))
		{
			pPickup->SetMatrix(GetMatrix());
		}

		m_bIsSmashing = false;
		D3DXMATRIX d3dMat=GetMatrix();
		WwiseNS::PlaySFX(WwiseNS::EVENT_SOUND_EXPLOSION);
		CGameplayState::GetInstance()->GetFX()->CreateEffect(EFFECT_MEDEXP,d3dMat);
		TAnimation* tempAnim = CAssetManager::GetInstance()->GetAnimation(GetID(), SMASH_DEATH);
		m_fDieTime = tempAnim->m_fDuration;
		m_fDying = .00001f;
		SetBeingHit(0);
		ChangeAnimation(SMASH_DEATH);
		SetAlive(false);
		return;
	}

	m_cAI.Update(fDelta);
}
예제 #17
0
//=============================================================================
//処理
//=============================================================================
void CEnemyMouse::Exec()
{
	if( m_fKeyTime >= 20.0f && m_fKeyTime <= 20.1f && !m_IsStop  )
	{
		m_AnimID[ANIM_NEXT] = ANIM_STAND;
	}
	
	else if( m_IsStop )
	{
		m_AnimID[ANIM_NOW] = ANIM_STUN;
	}
	
	else
	{
		m_AnimID[ANIM_NEXT] = ANIM_WALK;
	}
		
	if( m_AnimID[ANIM_NEXT] == ANIM_STAND )
	{
		m_IsStopKeyTime = true;
		MovePatternStand();
	}
	
	for( int Anim = 0;Anim < ANIM_MAX;++Anim )
	{
		m_fAnimTime[Anim] += 0.5f;
		
		float fLast = m_pActorModel[m_ActorIndex]->GetAnimationLastTime( m_AnimID[Anim] );
		
		/*時間が最後まで到達*/
		while( m_fAnimTime[Anim] > fLast ) 
		{
			/*最初に戻す*/
			m_fAnimTime[Anim] -= fLast;
		}
	}
	
	/*アニメーションの切り替え*/
	ChangeAnimation();
	
	if( m_IsStop )
	{	
		m_pStunEffect->SetPosition( m_vPos + Math::Vector3D( 0, 1.2f, 0 ) );
	}
	
	static Math::Vector3D vRot;
	
	vRot.x -= DEG_TO_ANGLE(1);
	vRot.y = DEG_TO_ANGLE(1);
	vRot.z = DEG_TO_ANGLE(1);
	
	m_pStunEffect->SetRotate( vRot );
	
	/*処理*/
	m_pStunEffect->Exec();
	
	m_vSetFlagPos = m_vPos + Math::Vector3D( 0, 0.5f, 0 );
	
	/*姿勢のリセット*/		
	m_pActorModel[m_ActorIndex]->TransformReset();
	
	m_pActorModel[m_ActorIndex]->Scaling( m_vScale.x, m_vScale.y, m_vScale.z );
	
	m_pActorModel[m_ActorIndex]->RotationY( toI( -m_vRot.x ) + DEG_TO_ANGLE(90) );
	
	/*移動の設定*/
	m_pActorModel[m_ActorIndex]->Translation( m_vPos );

	// キャラに対してアニメーションを更新
	m_pActorModel[m_ActorIndex]->UpdateAnimation( m_AnimID[ANIM_NOW], m_fAnimTime[ANIM_NOW],
												  m_AnimID[ANIM_NEXT], m_fAnimTime[ANIM_NEXT], m_fWeight );
	
	// キャラの変換更新
	m_pActorModel[m_ActorIndex]->TransformUpdate();
	
}
예제 #18
0
void CBurnBot::Update(float fDelta)
{
	if(m_fDying)
	{
		m_fDying += fDelta;

		if( m_fDying > m_fDieTime )
		{
			CGame::GetInstance()->GetOF()->Destroy(this);
			SetIsActive(false);
		}
		float animTime = GetAnimationTime();
		animTime += fDelta;
		if(animTime > m_fDieTime)
			animTime = m_fDieTime;
		CAnimationProcessor::UpdateTime(GetCurrentAnimation(), animTime);
		CAnimationProcessor::Interpolator(GetCurrentAnimation(), animTime, PassCurrFrame());
		SetAnimationTime(animTime);
		return;
	}

	if(m_bDontDropPool && m_fDropWait > 0.0f)
	{
		m_fDropWait -= fDelta;
		if(m_fDropWait <= 0.0f)
		{
			m_fDropWait = 0.0f;
			m_bDontDropPool = false;
		}
	}

	KillCurrFrame();

	if(GetWasHit() == true)
	{
		float ftemp = GetHitDuration();
		ftemp += fDelta;
		SetHitDuration(ftemp);
		SetBeingHit(1);
		
		SetColor(COLOR_PATROLBOT_HIT);

		if(HIT_CAP < ftemp)
		{
			SetWasHit(false);
			SetHitDuration(0.0f);
			SetBeingHit(0);
			SetColor(COLOR_PATROLBOT);
		}
	}

	m_cAI.Update(fDelta);

	if( GetHealth() <= 0 )
	{
		WwiseNS::PlaySFX(WwiseNS::EVENT_SOUND_EXPLOSION);
		CGameplayState::GetInstance()->GetFX()->CreateEffect(EFFECT_DMGEXPLOSION,GetMatrix());
		if(!m_bDontDropPool)
		{
			CMoltenPool* pMoltenPool = nullptr;
			if(CGame::GetInstance()->GetOF()->Create(OBJ_POOL, (IBaseObject**)&pMoltenPool))
			{
				pMoltenPool->SetMatrix(GetMatrix());
				pMoltenPool->SetOriginalMatrix(GetMatrix());
				pMoltenPool->SetRadius(1.0f);
				pMoltenPool->SetScale(1.25f);
				pMoltenPool->SetScaleMod(1.4f);
				pMoltenPool->SetScaleTimer(1.0f);
				pMoltenPool->SetPoolStage(1);
				pMoltenPool->SetScalingMod(0.0f);
				pMoltenPool->SetDroppedID(1);
			}
		}
		CGameplayState::GetInstance()->GetFX()->CreateEffect(EFFECT_SMALLEXP,GetMatrix());
		SetBeingHit(0);
		TAnimation* tempAnim = CAssetManager::GetInstance()->GetAnimation(GetID(), 1);
		m_fDieTime = tempAnim->m_fDuration;
		m_fDying = .00001f;
		ChangeAnimation(1);
		SetAlive(false);
	}

	if(m_bCloseToTarget)
	{
		int nTemp = ((int)(m_fExplodeTimer*10)%2);

		float animTime = GetAnimationTime();
		animTime += fDelta;
		CAnimationProcessor::UpdateTime(GetCurrentAnimation(), animTime);
		CAnimationProcessor::Interpolator(GetCurrentAnimation(), animTime, PassCurrFrame());
		SetAnimationTime(animTime);

		if(nTemp)
			SetBeingHit(NOTHIT);
		else
			SetBeingHit(BURNEXPLODE);
	}
}