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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-10 06:39:49 +00:00

improvement of the chop animation. Still some jittering.

This commit is contained in:
gus 2013-07-15 17:18:16 +01:00
parent f7b711aabe
commit f7f23ac5d8
2 changed files with 53 additions and 9 deletions

View File

@ -478,17 +478,30 @@ void CharacterController::update(float duration, Movement &movement)
if(mUpperBodyState == UpperCharState_WeapEquiped)
{
std::string weapgroup;
std::cout << "attaquing";
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
"chop start", "chop large follow stop", 0.0f, 0);
mUpperBodyState = UpperCharState_ChopReadyingMouseHold;
"chop start", "chop min attack", 0.0f, 0);
mUpperBodyState = UpperCharState_ChopStartToMinAttack;
}
}
else if(mUpperBodyState == UpperCharState_ChopReadyingMouseHold)
else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
{
mUpperBodyState = UpperCharState_ChopReadying;
std::string weapgroup;
getWeaponGroup(mWeaponType, weapgroup);
std::string start;
std::string stop;
float complete;
//mAnimation->
if(mAnimation->getInfo(weapgroup,&complete,&start,&stop))
{
std::cout << "BLABLABLA";
mAnimation->disable(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
"chop max attack", "chop min hit", 1-complete, 0);
}
mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
}
std::string weapgroup;
@ -499,7 +512,32 @@ void CharacterController::update(float duration, Movement &movement)
bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop);
if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
if(mUpperBodyState == UpperCharState_ChopReadying && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
if(mUpperBodyState == UpperCharState_ChopStartToMinAttack && !animPlaying)
{
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
"chop min attack", "chop max attack",0, 0);
std::cout << "changing 1";
mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
}
if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && !animPlaying)
{
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
"chop min hit", "chop hit",0, 0);
mUpperBodyState = UpperCharState_ChopMinHitToHit;
}
if(mUpperBodyState == UpperCharState_ChopMinHitToHit && !animPlaying)
{
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
"chop large follow start", "chop large follow stop",0, 0);
mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
}
if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && !animPlaying)
{
mUpperBodyState = UpperCharState_WeapEquiped;
}
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name())

View File

@ -98,9 +98,15 @@ enum UpperBodyCharacterState {
UpperCharState_UnEquipingWeap,
UpperCharState_WeapEquiped,
UpperCharState_Slashing,
UpperCharState_ChopReadying,
UpperCharState_ChopReadyingMouseHold, //when you keep your mouse clicked to ready your weapon
UpperCharState_ChopReadyWaiting, //when your weapon is ready and you keep mouse hold
UpperCharState_ChopStartToMinAttack,
UpperCharState_ChopMinAttackToMaxAttack,
UpperCharState_ChopMaxAttackToMinHit,
UpperCharState_ChopMinHitToHit,
UpperCharState_ChopLargeFollowStartToLargeFollowStop,
UpperCharState_ChopMediumFollowStartToMediumFollowStop,
UpperCharState_ChopSmallFollowStartToSmallFollowStop,
//UpperCharState_ChopReadyingMouseHold, //when you keep your mouse clicked to ready your weapon
//UpperCharState_ChopReadyWaiting, //when your weapon is ready and you keep mouse hold
UpperCharState_Choping,
UpperCharState_Thrusting,
UpperCharState_EquipingSpell,