631 lines
19 KiB
C++
631 lines
19 KiB
C++
#include <iostream>
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#include "Components.h"
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#include "EventTriggerModule.h"
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#include "CharacterModule.h"
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#include "PhysicsModule.h"
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#include "CharacterAnimationModule.h"
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#include "EventModule.h"
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#include "TerrainModule.h"
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#include "WaterModule.h"
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#include "world-build.h"
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namespace ECS
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{
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CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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{
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ecs.module<CharacterAnimationModule>();
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ecs.component<AnimationControl>();
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ecs.import <EventModule>();
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ecs.import <TerrainModule>();
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ecs.import <WaterModule>();
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ecs.import <PhysicsModule>();
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ecs.system<const CharacterBase, AnimationControl>("HandleAnimations")
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.kind(flecs::OnUpdate)
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.each([this](flecs::entity e, const CharacterBase &ch,
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AnimationControl &anim) {
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if (!anim.configured) {
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int i, j;
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e.set<EventData>({});
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ch.mBodyEnt->getSkeleton()->setBlendMode(
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Ogre::ANIMBLEND_CUMULATIVE);
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Ogre::AnimationStateSet *animStateSet =
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ch.mBodyEnt->getAllAnimationStates();
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const Ogre::AnimationStateMap &animMap =
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animStateSet->getAnimationStates();
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anim.mAnimationSystem =
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new AnimationSystem(false);
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ch.mBodyEnt->getSkeleton()
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->getBone("Root")
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->removeAllChildren();
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for (auto it = animMap.begin();
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it != animMap.end(); it++) {
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Animation *animation = new Animation(
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ch.mBodyEnt->getSkeleton(),
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it->second,
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ch.mBodyEnt->getSkeleton()
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->getAnimation(
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it->first),
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e);
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#ifdef VDEBUG
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std::cout
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<< "animation: " << animNames[i]
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<< std::endl;
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#endif
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animation->setLoop(true);
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anim.mAnimationSystem->add_animation(
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it->first, animation);
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}
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anim.mAnimationSystem
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->builder()
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/* clang-format off */
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->output()
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->state_machine(ANIM_FADE_SPEED, "main")
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->state("locomotion")
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->state_machine(ANIM_FADE_SPEED, "locomotion-state")
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->state("idle")
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->animation("idle")
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->end()
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->state("walking")
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->animation("walking")
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->end()
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->state("running")
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->animation("running")
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->end()
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->state("treading_water")
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->animation("treading_water")
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->end()
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->state("swimming")
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->animation("swimming")
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->end()
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->state("swimming-fast")
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->speed(20.0f)
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->animation("swimming")
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->end()
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->end()
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->end()
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->end()
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->state("actuator")
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->state_machine(ANIM_FADE_SPEED * 10.0f, "actuator-state")
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->state("hanging-idle")
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->animation("hanging-idle")
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->end()
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->state("swimming-hold-edge")
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->animation("swimming-hold-edge")
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->end()
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->state("swimming-edge-climb")
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->animation("swimming-edge-climb")
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->trigger(e, "end_of_climb", 0.99f, "animation:swimming-edge-climb:end")
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->end()
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->state("hanging-climb")
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->animation("hanging-climb")
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->trigger(e, "end_of_climb2", 0.99f, "animation:hanging-climb:end")
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->end()
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->state("idle")
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->animation("idle-act")
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->end()
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->state("pass-character")
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->animation("pass-character")
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->trigger(e, "pass-character", 0.99f, "animation:pass-character:end")
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->end()
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->state("character-talk")
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->animation("character-talk")
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->end()
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->state("sitting")
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->animation("sitting-chair")
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->end()
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->state("sitting-ground")
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->animation("sitting-ground")
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->end()
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->transition_end("swimming-edge-climb", "idle")
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->transition_end("hanging-climb", "idle")
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->transition_end("pass-character", "idle")
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->end()
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->end()
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->end();
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/* clang-format on */
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>("main")
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->setAnimation("locomotion", true);
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"locomotion-state")
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->setAnimation("idle", true);
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anim.configured = true;
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}
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});
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#if 0
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ecs.system<CharacterBase>("RootMotionStart")
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.kind(flecs::OnUpdate)
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.each([this](flecs::entity e, CharacterBase &ch) {
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ch.mBoneMotion = Ogre::Vector3::ZERO;
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});
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#endif
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ecs.system<const EngineData, CharacterBase, AnimationControl>(
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"HandleAnimations1")
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.kind(flecs::OnUpdate)
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, AnimationControl &anim) {
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float delta = eng.delta;
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// ch.mBoneMotion = Ogre::Vector3::ZERO;
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if (!anim.mAnimationSystem)
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return;
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#if 0
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ch.mBodyEnt->getSkeleton()->getBone("Root")->reset();
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ch.mBodyEnt->getSkeleton()->getBone("Root")->setPosition(
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Ogre::Vector3::ZERO);
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#endif
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bool result = anim.mAnimationSystem->addTime(delta);
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Ogre::Vector3 rootMotion =
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anim.mAnimationSystem->getRootMotionDelta();
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ch.mBonePrevMotion = ch.mBoneMotion;
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ch.mBoneMotion = rootMotion;
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ch.mBodyEnt->_updateAnimation();
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ch.mBodyEnt->getSkeleton()->getBone("Root")->setPosition(
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Ogre::Vector3::ZERO);
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#if 0
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Ogre::Vector3 deltaMotion;
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ch.mBodyEnt->_updateAnimation();
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std::cout << "motion: " << ch.mBoneMotion << " "
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<< rootMotion << " " << ch.mBonePrevMotion
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<< std::endl;
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rootMotion = ch.mBodyEnt->getSkeleton()
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->getBone("Root")
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->getPosition();
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if (rootMotion.squaredLength() <
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ch.mBoneMotion.squaredLength())
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deltaMotion = rootMotion;
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else
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deltaMotion = rootMotion - ch.mBoneMotion;
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ch.mBonePrevMotion = ch.mBoneMotion;
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ch.mBoneMotion = deltaMotion;
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#endif
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// The value we get is interpolated value. When result is true it is new step
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#if 0
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Ogre::Vector3 offset = ch.mRootBone->getPosition();
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ch.mBoneMotion = static_cast<RootMotionListener *>(
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anim.mListener)
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->getDeltaMotion();
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ch.mRootBone->setPosition(Ogre::Vector3::ZERO);
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Ogre::Vector3 d = offset - ch.mBonePrevMotion;
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ch.mBonePrevMotion = offset;
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std::cout << "length: " << d.length() << std::endl;
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if (d.squaredLength() > 0.02f * 0.02f)
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d = offset;
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if (d.squaredLength() > 0.02f * 0.02f)
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d = Ogre::Vector3::ZERO;
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std::cout << "length2: " << d.length() << std::endl;
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OgreAssert(d.length() < 0.5f, "bad offset");
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ch.mBoneMotion = d;
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#endif
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#if 0
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if (result) {
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if (d.squaredLength() > 0.0f)
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ch.mBoneMotion =
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ch.mRootBone->getPosition() -
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ch.mBoneMotion;
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else
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ch.mBoneMotion =
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ch.mRootBone->getPosition();
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} else {
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ch.mBoneMotion = ch.mRootBone->getPosition() -
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ch.mBoneMotion;
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}
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#endif
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#undef VDEBUG
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#ifdef VDEBUG
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std::cout << "root motion: " << delta << ": "
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<< ch.mBoneMotion << " - "
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<< ch.mRootBone->getPosition()
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<< " result: " << result << std::endl;
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#endif
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#undef VDEBUG
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#if 0
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// ch.mRootBone->setPosition(Ogre::Vector3::ZERO);
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ch.mBonePrevMotion = offset;
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#endif
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});
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ecs.system<const EngineData, CharacterBase, CharacterVelocity>(
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"HandleRootMotionVelocity")
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.kind(flecs::OnUpdate)
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.with<TerrainReady>()
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.with<WaterReady>()
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, CharacterVelocity &v) {
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if (eng.delta < 0.0000001f)
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return;
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if (!ch.mBodyNode)
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return;
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Ogre::Quaternion rot = ch.mBodyNode->getOrientation();
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Ogre::Vector3 pos = ch.mBodyNode->getPosition();
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Ogre::Vector3 boneMotion = ch.mBoneMotion;
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v.velocity = Ogre::Vector3::ZERO;
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float safeDelta =
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Ogre::Math::Clamp(eng.delta, 0.001f, 0.99f);
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#if 0
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if (!e.has<CharacterInActuator>()) {
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v.velocity = Ogre::Math::lerp(
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v.velocity,
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rot * boneMotion / safeDelta, 0.99f);
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} else {
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// v.velocity = rot * boneMotion / safeDelta;
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v.velocity = Ogre::Math::lerp(
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v.velocity,
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rot * boneMotion / safeDelta, 0.99f);
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}
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#endif
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v.velocity = rot * boneMotion / safeDelta;
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#if 0
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if (!e.has<CharacterDisablePhysics>() &&
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!e.has<CharacterInActuator>()) {
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if (eng.startupDelay <= 0.0f)
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v.velocity += v.gvelocity;
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v.velocity.y = Ogre::Math::Clamp(v.velocity.y,
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-10.5f, 10.0f);
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}
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#endif
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// if (v.velocity.squaredLength() > 1.4f * 1.4f)
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// v.velocity = v.velocity.normalisedCopy() * 1.4f;
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// ch.mBoneMotion = Ogre::Vector3::ZERO;
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// safety
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// std::cout << "velocity: " << v.velocity << std::endl;
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v.velocity.x =
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Ogre::Math::Clamp(v.velocity.x, -16.0f, 16.0f);
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v.velocity.z =
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Ogre::Math::Clamp(v.velocity.z, -16.0f, 16.0f);
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v.velocity.y =
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Ogre::Math::Clamp(v.velocity.y, -10.5f, 10.0f);
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#if 0
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v.velocity.y = 0.0f;
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#endif
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});
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#if 0
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ecs.system<const EngineData, const AnimationControl,
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const CharacterBase, CharacterVelocity>("HandleSwimming")
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.kind(flecs::OnUpdate)
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.with<TerrainReady>()
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.with<WaterReady>()
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.with<InWater>()
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.with<CharacterBuoyancy>()
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.without<CharacterDisablePhysics>()
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.without<CharacterInActuator>()
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.each([this](flecs::entity e, const EngineData &eng,
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const AnimationControl &anim,
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const CharacterBase &ch, CharacterVelocity &gr) {
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if (anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"locomotion-state")
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->getCurrentState() == "swimming") {
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float h = Ogre::Math::Clamp(
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0.0f - ch.mBodyNode->getPosition().y,
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0.0f, 2000.0f);
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if (h > 0.05 && h < 2.0f)
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gr.gvelocity.y += 0.1f * (h + 1.0f) *
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h * eng.delta;
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}
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});
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#endif
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ecs.system<const EngineData, CharacterBase, AnimationControl,
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CharacterVelocity>("HandleRootMotion")
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.kind(flecs::OnUpdate)
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, AnimationControl &anim,
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CharacterVelocity &v) {
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if (!ch.mBodyNode)
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return;
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if (eng.delta < 0.0000001f)
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return;
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OgreAssert(eng.delta > 0.0f, "Zero delta");
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int maxPen = 0;
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Ogre::Vector3 colNormal;
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bool is_on_floor = false;
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bool penetration = false;
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});
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ecs.system<const Input, const CharacterBase, AnimationControl>(
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"HandleNPCAnimations")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.without<Player>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim) {
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if (!anim.configured)
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return;
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if (!anim.mAnimationSystem)
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return;
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AnimationNodeStateMachine *state_machine =
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"locomotion-state");
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Ogre::String current_state =
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state_machine->getCurrentState();
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Ogre::String next_state = "idle";
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if (current_state != "treading_water" &&
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ch.is_submerged)
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next_state = "treading_water";
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if (current_state != "idle" && !ch.is_submerged)
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next_state = "idle";
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state_machine->setAnimation(next_state);
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});
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ecs.system<const CharacterBase, const CharacterInActuator,
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AnimationControl>("HandlePlayerAnimationsActuator")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.each([](flecs::entity e, const CharacterBase &ch,
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const CharacterInActuator &inact,
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AnimationControl &anim) {
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if (!anim.configured)
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return;
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AnimationNodeStateMachine *main_sm =
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"main");
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AnimationNodeStateMachine *actuator_sm =
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"actuator-state");
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Ogre::String current_state = main_sm->getCurrentState();
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if (current_state != "actuator")
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main_sm->setAnimation("actuator", true);
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actuator_sm->setAnimation(inact.animationState, true);
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});
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ecs.system<const CharacterBase, AnimationControl>(
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"HandlePlayerAnimationsNoActuator")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.without<CharacterInActuator>()
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.each([](flecs::entity e, const CharacterBase &ch,
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AnimationControl &anim) {
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if (!anim.configured)
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return;
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if (!anim.mAnimationSystem)
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return;
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AnimationNodeStateMachine *main_sm =
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"main");
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Ogre::String current_state = main_sm->getCurrentState();
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if (current_state != "locomotion")
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main_sm->setAnimation("locomotion", true);
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});
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ecs.system<const Input, const CharacterBase, AnimationControl>(
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"HandlePlayerAnimations")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.with<Player>()
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.without<CharacterInActuator>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim) {
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if (!anim.configured)
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return;
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AnimationNodeStateMachine *state_machine =
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anim.mAnimationSystem
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->get<AnimationNodeStateMachine>(
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"locomotion-state");
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Ogre::String current_state =
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state_machine->getCurrentState();
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bool controls_idle = input.motion.zeroLength();
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bool anim_is_idle = current_state == "idle" ||
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current_state == "treading_water";
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bool anim_is_walking = current_state == "walking";
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bool anim_is_running = current_state == "running";
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bool anim_is_swimming_slow = current_state ==
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"swimming";
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bool anim_is_swimming_fast = current_state ==
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"swimming-fast";
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bool anim_is_swimming = anim_is_swimming_slow ||
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anim_is_swimming_fast;
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bool anim_is_motion = anim_is_walking ||
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anim_is_running ||
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anim_is_swimming;
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bool start_motion = !controls_idle && anim_is_idle;
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bool end_motion = controls_idle && !anim_is_idle;
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Ogre::String next_state = current_state;
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if (controls_idle && anim_is_idle) {
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if (current_state != "treading_water" &&
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ch.is_submerged)
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next_state = "treading_water";
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else if (current_state != "idle" &&
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!ch.is_submerged)
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next_state = "idle";
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state_machine->setAnimation(next_state);
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} else if (start_motion) {
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if (ch.is_submerged) {
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if (input.fast)
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next_state = "swimming-fast";
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else
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next_state = "swimming";
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} else {
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if (input.fast)
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next_state = "running";
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else
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next_state = "walking";
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}
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state_machine->setAnimation(next_state, true);
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} else if (end_motion) {
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if (ch.is_submerged)
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state_machine->setAnimation(
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"treading_water");
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else
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state_machine->setAnimation("idle");
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} else {
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if (ch.is_submerged) {
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if (input.fast &&
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!anim_is_swimming_fast) {
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next_state = "swimming-fast";
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} else if (!input.fast &&
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!anim_is_swimming_slow) {
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next_state = "swimming";
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}
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} else {
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if (input.fast && !anim_is_running)
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next_state = "running";
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else if (!input.fast &&
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!anim_is_walking)
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next_state = "walking";
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}
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if (current_state != next_state)
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state_machine->setAnimation(next_state);
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}
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});
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ecs.system<const Input, const CharacterBase, AnimationControl,
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CharacterInActuator>("HandlePlayerAnimations2")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.with<Player>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim,
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CharacterInActuator &act) {
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bool controls_idle = input.motion.zeroLength();
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if (!controls_idle) {
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std::cout << "motion.z: "
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<< Ogre::Math::Abs(input.motion.z -
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act.prevMotion.z)
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<< std::endl;
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bool trigger_event = false;
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e.each<InTrigger>([&](flecs::entity trig) {
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if (Ogre::Math::Abs(input.motion.z -
|
|
act.prevMotion.z) >
|
|
0.001f) {
|
|
if (input.motion.z < 0) {
|
|
trig.get_mut<EventData>()
|
|
.add(e,
|
|
"actuator_forward",
|
|
trig, e);
|
|
trig.modified<
|
|
EventData>();
|
|
}
|
|
if (input.motion.z > 0) {
|
|
trig.get_mut<EventData>()
|
|
.add(e,
|
|
"actuator_backward",
|
|
trig, e);
|
|
trig.modified<
|
|
EventData>();
|
|
}
|
|
}
|
|
if (input.act_pressed) {
|
|
trig.get_mut<EventData>().add(
|
|
e, "actuator_action",
|
|
trig, e);
|
|
trig.modified<EventData>();
|
|
}
|
|
// ECS::get_mut<LuaData>().call_handler(
|
|
// "actuator_update", trig, e);
|
|
trigger_event = true;
|
|
});
|
|
if (!trigger_event) {
|
|
if (Ogre::Math::Abs(input.motion.z -
|
|
act.prevMotion.z) >
|
|
0.001f) {
|
|
if (input.motion.z < 0) {
|
|
e.get_mut<EventData>().add(
|
|
e,
|
|
"_in_actuator_forward",
|
|
e, e);
|
|
}
|
|
if (input.motion.z > 0) {
|
|
e.get_mut<EventData>().add(
|
|
e,
|
|
"_in_actuator_backward",
|
|
e, e);
|
|
}
|
|
}
|
|
if (input.act_pressed) {
|
|
e.get_mut<EventData>().add(
|
|
e,
|
|
"_in_actuator_action",
|
|
e, e);
|
|
}
|
|
}
|
|
act.prevMotion.x = input.motion.x;
|
|
act.prevMotion.y = input.motion.y;
|
|
act.prevMotion.z = input.motion.z;
|
|
}
|
|
|
|
act.prevMotion = input.motion;
|
|
});
|
|
ecs.system<EventData>("UpdateEvents")
|
|
.kind(flecs::OnUpdate)
|
|
.with<Character>()
|
|
.each([](flecs::entity e, EventData &evt) {
|
|
for (auto ev : evt.events) {
|
|
std::cout << "character event: " << ev.event
|
|
<< std::endl;
|
|
/* parse character events */
|
|
e.each<InTrigger>([&](flecs::entity trig) {
|
|
/* if triggered, dispatch events to trigger */
|
|
trig.get_mut<EventData>().add(
|
|
ev.sender, ev.event,
|
|
trig, // it is easier this way to identify trigger entity
|
|
ev.e2);
|
|
});
|
|
}
|
|
evt.events.clear();
|
|
});
|
|
|
|
#ifdef VDEBUG
|
|
ecs.system<const CharacterBase>("CharacterGravityStatus")
|
|
.kind(flecs::OnUpdate)
|
|
.with<Character>()
|
|
.with<Player>()
|
|
.each([](flecs::entity e, const CharacterBase &ch) {
|
|
if (e.has<CharacterGravity>())
|
|
std::cout << "gravity\n";
|
|
else
|
|
std::cout << "no gravity\n";
|
|
if (e.has<InWater>())
|
|
std::cout << "in water\n";
|
|
else
|
|
std::cout << "out of water\n";
|
|
std::cout
|
|
<< "h=" << ch.mBodyNode->_getDerivedPosition().y
|
|
<< std::endl;
|
|
});
|
|
#endif
|
|
struct AnimationSetCommand : public GameWorld::Command {
|
|
int operator()(const std::vector<GameWorld::Parameter *> &args)
|
|
override
|
|
{
|
|
GameWorld::ValueParameter<flecs::entity> *param_e =
|
|
static_cast<GameWorld::ValueParameter<
|
|
flecs::entity> *>(args[0]);
|
|
OgreAssert(param_e->get().is_valid(), "bad entity");
|
|
GameWorld::ValueParameter<std::string> *param_node =
|
|
static_cast<GameWorld::ValueParameter<
|
|
std::string> *>(args[1]);
|
|
GameWorld::ValueParameter<std::string> *param_state =
|
|
static_cast<GameWorld::ValueParameter<
|
|
std::string> *>(args[2]);
|
|
if (param_e->get().has<AnimationControl>() &&
|
|
param_e->get().get<AnimationControl>().configured ==
|
|
true) {
|
|
const AnimationControl &control =
|
|
param_e->get().get<AnimationControl>();
|
|
AnimationNodeStateMachine *sm =
|
|
control.mAnimationSystem
|
|
->get<AnimationNodeStateMachine>(
|
|
param_node->get());
|
|
bool reset = false;
|
|
if (args.size() == 4) {
|
|
GameWorld::ValueParameter<bool>
|
|
*param_reset = static_cast<
|
|
GameWorld::ValueParameter<
|
|
bool> *>(
|
|
args[3]);
|
|
reset = param_reset->get();
|
|
}
|
|
sm->setAnimation(param_state->get(), reset);
|
|
std::cout << "animation switch: "
|
|
<< param_node->get() << " "
|
|
<< param_state->get() << std::endl;
|
|
}
|
|
return 0;
|
|
}
|
|
};
|
|
ECS::get_mut<GameWorld>().add_command<AnimationSetCommand>(
|
|
"set_animation_state");
|
|
}
|
|
}
|