本文整理汇总了C++中ISkeletonAnim::StartAnimationById方法的典型用法代码示例。如果您正苦于以下问题:C++ ISkeletonAnim::StartAnimationById方法的具体用法?C++ ISkeletonAnim::StartAnimationById怎么用?C++ ISkeletonAnim::StartAnimationById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::StartAnimationById方法的4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: StartAnimationById
bool CAnimationProxyDualCharacter::StartAnimationById(IEntity *entity, int animId, const CryCharAnimationParams& Params, float speedMultiplier)
{
ICharacterInstance* pICharacter = entity->GetCharacter(m_characterMain);
if (pICharacter)
{
ISkeletonAnim* pISkeletonAnim = pICharacter->GetISkeletonAnim();
ICharacterInstance* pIShadowCharacter = m_firstPersonMode ? entity->GetCharacter(m_characterShadow) : NULL;
IAnimationSet* pAnimSet = pICharacter->GetIAnimationSet();
SPlayParams playParams;
GetPlayParams(animId, speedMultiplier, pAnimSet, playParams);
bool shadowLocomotion = !(((Params.m_nFlags & CA_DISABLE_MULTILAYER) || (Params.m_nLayerID != 0)) || !m_killMixInFirst);
bool bAnimStarted = false;
bool bShouldPlayShadow = true;
CryCharAnimationParams localParams = Params;
if (!m_firstPersonMode || !shadowLocomotion)
{
localParams.m_fPlaybackSpeed *= m_firstPersonMode ? playParams.speedFP : playParams.speedTP;
bAnimStarted = pISkeletonAnim->StartAnimationById(m_firstPersonMode ? playParams.animIDFP : playParams.animIDTP, localParams);
if (bAnimStarted)
{
pISkeletonAnim->SetLayerBlendWeight(Params.m_nLayerID, 1.0f);
}
else
bShouldPlayShadow = false;
}
if (bShouldPlayShadow && pIShadowCharacter != NULL)
{
ISkeletonAnim* pIShadowSkeletonAnim = pIShadowCharacter->GetISkeletonAnim();
localParams.m_fPlaybackSpeed = Params.m_fPlaybackSpeed * playParams.speedTP;
if (pIShadowSkeletonAnim->StartAnimationById(playParams.animIDTP, localParams))
{
bAnimStarted = true;
pIShadowSkeletonAnim->SetLayerBlendWeight(Params.m_nLayerID, 1.0f);
}
}
if (bAnimStarted && (Params.m_nLayerID == 0))
{
m_allowsMix = (Params.m_nFlags & CA_DISABLE_MULTILAYER) == 0;
}
return bAnimStarted;
}
return false;
}
示例2: StartLipSync
void CLipSyncProvider_TransitionQueue::StartLipSync(IEntityAudioProxy* pProxy, const AudioControlId audioTriggerId, const ELipSyncMethod lipSyncMethod)
{
CRY_ASSERT(pProxy);
CRY_ASSERT(audioTriggerId != INVALID_AUDIO_CONTROL_ID);
CRY_ASSERT((m_state == eS_Requested) || (m_state == eS_Unpaused));
if (lipSyncMethod != eLSM_None)
{
m_soundId = audioTriggerId;
m_isSynchronized = false;
if (ICharacterInstance* pChar = GetCharacterInstance())
{
if (m_requestedAnimId >= 0)
{
ISkeletonAnim* skeletonAnimation = pChar->GetISkeletonAnim();
const bool success = skeletonAnimation->StartAnimationById(m_requestedAnimId, m_requestedAnimParams);
if (success)
{
m_nCurrentAnimationToken = m_requestedAnimParams.m_nUserToken;
SynchronizeAnimationToSound(audioTriggerId);
}
else
{
m_nCurrentAnimationToken = -1;
}
}
}
}
m_state = eS_Started;
}
示例3: InstallAnimation
bool CActionScope::InstallAnimation(int animID, const CryCharAnimationParams &animParams)
{
ISkeletonAnim *pSkelAnim = m_scopeContext.charInst->GetISkeletonAnim();
const bool startAnimationSuccess = pSkelAnim->StartAnimationById(animID, animParams);
pSkelAnim->SetLayerPlaybackScale(animParams.m_nLayerID, m_speedBias);
pSkelAnim->SetLayerBlendWeight(animParams.m_nLayerID, m_animWeight);
return startAnimationSuccess;
}
示例4: ReplayStartThirdPersonAnimations
//////////////////////////////////////////////////////////////////////////
/// Recording System Replay - This should work through mannequin
void CMountedGunController::ReplayStartThirdPersonAnimations( ICharacterInstance* pCharacter, int upAnimId, int downAnimId )
{
assert(pCharacter);
ISkeletonAnim *pSkeletonAnim = pCharacter->GetISkeletonAnim();
assert(pSkeletonAnim);
CryCharAnimationParams animParams;
animParams.m_nFlags = CA_LOOP_ANIMATION;
animParams.m_fTransTime = 0.1f;
animParams.m_nLayerID = REPLAY_PLAYER_ANIMATION_LAYER_AIM_UP;
animParams.m_fPlaybackWeight = 0.0f;
pSkeletonAnim->StartAnimationById(upAnimId, animParams);
animParams.m_nLayerID = REPLAY_PLAYER_ANIMATION_LAYER_AIM_DOWN;
animParams.m_fPlaybackWeight = 0.0f;
pSkeletonAnim->StartAnimationById(downAnimId, animParams);
}