本文整理汇总了C++中ISkeletonAnim::SetLayerNormalizedTime方法的典型用法代码示例。如果您正苦于以下问题:C++ ISkeletonAnim::SetLayerNormalizedTime方法的具体用法?C++ ISkeletonAnim::SetLayerNormalizedTime怎么用?C++ ISkeletonAnim::SetLayerNormalizedTime使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ISkeletonAnim
的用法示例。
在下文中一共展示了ISkeletonAnim::SetLayerNormalizedTime方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PlayUpperAnimation
//------------------------------------------------------------------------
void CReplayActor::PlayUpperAnimation(int animId, const CryCharAnimationParams& params, float speedMultiplier, float animTime)
{
float adjustedLayerTime = 0;
ICharacterInstance* pCharacterInstance = GetEntity()->GetCharacter(0);
if (animTime == 0 || GetAdjustedLayerTime(pCharacterInstance, animId, params, speedMultiplier, animTime, adjustedLayerTime))
{
m_animationProxyUpper.StartAnimationById(GetEntity(), animId, params, speedMultiplier);
ISkeletonAnim* pSkeletonAnim = pCharacterInstance->GetISkeletonAnim();
pSkeletonAnim->SetLayerNormalizedTime(params.m_nLayerID, adjustedLayerTime);
ICharacterInstance* pShadowCharacter = GetShadowCharacter();
if (pShadowCharacter)
{
pShadowCharacter->GetISkeletonAnim()->SetLayerNormalizedTime(params.m_nLayerID, adjustedLayerTime);
}
}
}