Пример #1
0
/**更新动画*/
void Enemy::updateAnimation(float time)
{

	m_AniFade-=time;
	m_AniFade=std::max(m_AniFade,0.0f);

	if (m_pEntity)
	{
		Ogre::AnimationStateSet* animStateSet = m_pEntity->getAllAnimationStates();
		// 更新自身动画
		if (animStateSet)
		{
			Ogre::ConstEnabledAnimationStateIterator animStateItor = animStateSet->getEnabledAnimationStateIterator();
			while (animStateItor.hasMoreElements())
			{
				Ogre::AnimationState* animState = animStateItor.getNext();
				animState->addTime(time);
				// 当前动画逐渐递增权重
				if (animState== m_pAniSate)
				{
					if (animState->getWeight() < 1.0f)
					{
						animState->setWeight(1.0f - m_AniFade);
					}
				}
				// 其余动画逐渐递减权重,直到关闭动画
				else
				{
					if (Ogre::Math::RealEqual(animState->getWeight(), 0.0f))
					{
						animState->setWeight(1.0f);
						animState->setEnabled(false);
					}
					else
					{
						animState->setWeight(m_AniFade);
					}
				}
			}
		}

	}
}
Пример #2
0
	void CAnimatedEntity::stopAllAnimations()
	{
		if(_entity->getAllAnimationStates()->hasEnabledAnimationState())
		{
			Ogre::ConstEnabledAnimationStateIterator it = 
				_entity->getAllAnimationStates()->getEnabledAnimationStateIterator();
			Ogre::AnimationState *animation;

			//hay que recorrer con el iterador las animaciones una a una y pausarlas
			while(it.hasMoreElements())
			{
				animation = it.getNext();
				animation->setEnabled(false);
			}

			// Si había animación activa ya no lo está.
			_currentAnimation = 0;
		}

	} // stopAllAnimations