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C++ KX_GameObject::GetCurrentAction方法代码示例

本文整理汇总了C++中KX_GameObject::GetCurrentAction方法的典型用法代码示例。如果您正苦于以下问题:C++ KX_GameObject::GetCurrentAction方法的具体用法?C++ KX_GameObject::GetCurrentAction怎么用?C++ KX_GameObject::GetCurrentAction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KX_GameObject的用法示例。


在下文中一共展示了KX_GameObject::GetCurrentAction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: Update

bool BL_ActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool bUseContinue = false;
	KX_GameObject *obj = (KX_GameObject*)GetParent();
	short playtype = BL_Action::ACT_MODE_PLAY;
	float start = m_startframe;
	float end = m_endframe;

	// If we don't have an action, we can't do anything
	if (!m_action)
		return false;

	// Convert our playtype to one that BL_Action likes
	switch(m_playtype)
	{
		case ACT_ACTION_LOOP_END:
		case ACT_ACTION_LOOP_STOP:
			playtype = BL_Action::ACT_MODE_LOOP;
			break;

		case ACT_ACTION_PINGPONG:
			// We handle ping pong ourselves to increase compabitility
			// with files made prior to animation changes from GSoC 2011.
			playtype = BL_Action::ACT_MODE_PLAY;
		
			if (m_flag & ACT_FLAG_REVERSE)
			{
				start = m_endframe;
				end = m_startframe;
			}

			break;
		case ACT_ACTION_FROM_PROP:
			CValue* prop = GetParent()->GetProperty(m_propname);

			// If we don't have a property, we can't do anything, so just bail
			if (!prop) return false;

			playtype = BL_Action::ACT_MODE_PLAY;
			start = end = prop->GetNumber();

			break;
	}

	if (m_flag & ACT_FLAG_CONTINUE)
		bUseContinue = true;
	
	
	// Handle events
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
	}

	// "Active" actions need to keep updating their current frame
	if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
		m_localtime = obj->GetActionFrame(m_layer);

	if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
		SetLocalTime(curtime);
	else
		ResetStartTime(curtime);

	// Handle a frame property if it's defined
	if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
	{
		CValue* oldprop = obj->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
		if (oldprop)
			oldprop->SetValue(newval);
		else
			obj->SetProperty(m_framepropname, newval);

		newval->Release();
	}

	// Handle a finished animation
	if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
	{
		m_flag &= ~ACT_FLAG_ACTIVE;
		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;

		if (m_playtype == ACT_ACTION_PINGPONG)
			m_flag ^= ACT_FLAG_REVERSE;
		return false;
	}
	
	// If a different action is playing, we've been overruled and are no longer active
	if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
		m_flag &= ~ACT_FLAG_ACTIVE;

	if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
	{
		if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
		{
			if (obj->IsActionDone(m_layer))
//.........这里部分代码省略.........
开发者ID:vanangamudi,项目名称:blender-main,代码行数:101,代码来源:BL_ActionActuator.cpp


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