示例#1
0
void CActionScope::Flush(EFlushMethod flushMethod)
{
    ISkeletonAnim *pSkelAnim = m_scopeContext.charInst.get() ? m_scopeContext.charInst->GetISkeletonAnim() : NULL;

    for (uint32 i=0; i<m_numLayers; i++)
    {
        SSequencer &sequencer = m_layerSequencers[i];
        //const uint32 numAnims = sequencer.sequence.size();
        sequencer.sequence.resize(0);
        sequencer.installTime = -1.0f;
        sequencer.pos = 0;
        sequencer.flags = 0;

        //clear FIFO regardless of whether actionscope believes it has animations in the sequence or not
        //fixes issue where clearing a scope context wouldn't clear all animations because an empty fragment gets queued first clearing the sequencer
        if (/*(numAnims > 0) &&*/ pSkelAnim && (flushMethod != FM_NormalLeaveAnimations))
        {
            pSkelAnim->ClearFIFOLayer(m_layer + i);
        }
    }
    const int numProcs = m_procSequencers.size();
    for (uint32 i=0; i<numProcs; i++)
    {
        SProcSequencer &procSeq = m_procSequencers[i];
        if (procSeq.proceduralClip)
        {
            switch(flushMethod)
            {
            case FM_Normal:
            case FM_NormalLeaveAnimations:
                procSeq.proceduralClip->OnExit(0.0f);
                break;
            case FM_Failure:
                procSeq.proceduralClip->OnFail();
                break;
            default:
                CRY_ASSERT(false);
            }
        }
    }
    m_procSequencers.resize(0);

    m_lastFragmentID = FRAGMENT_ID_INVALID;
    m_fragmentTime = 0.0f;
    m_lastFragSelection = SFragmentSelection();
    m_lastQueueTagState = SFragTagState();
    m_sequenceFlags = 0;
}